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    FAQ/Strategy Guide by otherdraug

    Version: 1 | Updated: 01/28/10 | Printable Version | Search Guide | Bookmark Guide

    0. Index
    1. Introduction
    1.1 What's happening on the screen
    1.2 How to control your character
    1.3 How to win the game
    1.4 Abbreviations
    2. Basic concepts
    2.1 Rock, paper, scissors
    2.2 Execution Speed & Recovery
    2.3 Frames
    2.4 Guard, Hit, Whiff
    2.5 CounterHit & recovery CH
    3. Movement
    3.1 Walking
    3.2 Dash & Crouchdash
    3.3 Running
    3.4 Evade
    4.1 High Throws, Low Throws & Throw Escapes
    4.2 12f & 0f throws
    4.3 Throw clashing (and how to avoid it)
    4.4 Catch throws
    4.5 Ground Throws
    5. Attacks
    5.1 Strikes, strings & followups
    5.2 Hit-Throws
    5.3 High, mid & low attacks
    5.4 Crouching & Jumping Attacks
    5.5 Special high, mid & low attacks
    5.6 Attack classes & Sabaki
    5.7 Circular & semicircular attacks
    5.8 Charge Attacks
    5.9 Unblockable Attacks
    6. Hit Effects
    6.1 Frame advantage/disadvantage
    6.2 Knockdown & Floats
    6.3 Slam & (re)bounce combos
    6.4 Crumple
    6.5 Stagger
    6.6 Wall Splat
    6.7 Sideturn & Backturn
    7. Defense
    7.1 Guard (and how to beat it)
    7.2 Fuzzy Guard, CD-fuzzy (and how to beat it)
    7.3 TEG (and how to beat it)
    7.4 Evade (and how to beat it)
    7.5 ETEG (and how to beat it)
    7.6 Reversals & Inashi (and how to beat them)
    7.7 RTE
    8. Advaned Techniques
    8.1 Stepping
    8.2 Offensive Move
    8.3 Recovering from falls
    8.4 Hit-checking
    9. Character Specific Strategies
    9.1 Beating Low Attacks from Medium Disadvantage
    9.2 Backwalk (and how to beat it)
    9.3 Fast un-sabakiable attacks
    10. About this FAQ
    1. Introduction
    Virtua Fighter is a 3D fighting game made by SEGA, frequently
    abbreviated to VF5. The latest version available for console is VF5 ver.
    C for the Xbox 360. The objective of the game is to beat up your
    opponent. It is presumed that, since you are reading this FAQ you are
    interested in this type of games; thus the moral repercussions of
    beating up your fellow man/woman are not discussed here. Speaking of
    which, this FAQ sometimes uses the pronoun "he" for convenience's sake,
    no discrimination intended.
    1.1 What's happening on the screen
    The screen is roughly divided in 2 parts:
    In the center we can see the 2 players beating each other up. SOMETIMES
    there's a small green or red thingy (an "arcade stick") twirling around
    but we'll explain what that means later on.
    The upper part of the screen contains some information presented
    according to the typical conventions of fighting games:
    * 2 big horizontal green bars, called health bars, which consequently
    empty whenever one player beats the other player up.
    * a clock counting down to zero
    * the names of the 2 characters beating each other up
    * the names of the 2 players beating each other up (only if player data
    is being used)
    * how many rounds must be won in order to win a game & how many rounds
    each player has won (grey & red circles, respectively)
    * how many games a player has won in a row (not displayed the first time
    2 players face each other)
    1.2 How to control your character
    The game is played by using 3 command buttons plus directional inputs.
    * The directional inputs can come form an arcade stick, a d-pad or even
    an analog joypad (XBOX 360 only) and serve to move a character around.
    * The command buttons are the punch button, the kick button and the
    guard button.
    * Pressing the above buttons in the same time alters their properties:
    pressing the punch and guard button together results in your character
    stretching his arms and grabbing the opponent; pressing punch and kick
    together usually results in a stronger kind of punch; pressing kick and
    guard together usually results in stronger kicks.
    * Additionally, giving a directional input and pressing a command button
    also alters the type of move your characters is going to perform. For
    example, pressing forward and punch at the same time usually results in
    a character performing a fast elbow attack, while hitting down and kick
    usually results in a low kick.
    1.3 How to win the game
    A game of VF is won by the first player to win 3 (default setting)
    rounds. Like in previous Virtua Fighter games a player can win rounds
    * Knock Out
    * Ring Out
    * Time Out
    Although rare, rounds can end in a draw by way of:
    * Knock Out – both players hit and KO each other at the same time
    * Ring Out – both players are rung out at the same time
    * Time Out – both players have equal health remaining at the end of the
    A draw will award both players with a win for that round. If one player
    was one round away from winning the match, then the draw will result in
    match victory. If both players were one round away from winning the
    match, then the game will enter Sudden Death.
    * Sudden Death
    If the final round ends in a draw then, in order to determine a winner
    the game creates an extra round, with a very short time limit, where the
    player who scores the first hit wins. If the game times out, the first
    player wins. If both players hit each other simultaneously the game
    really ends in a draw.
    1.4 Abbreviations
    In order to avoid repeating "punch" and "kick" and "guard" each time we
    want to talk about VF it is customary to use abbreviations. Here are the
    button abbreviations:
    * P - the punch button
    * K - the kick button
    * G - the guard button
    * P+K - pressing P and K at the same time
    And here are the abbreviations for the directional inputs. Please note
    that these change from website to website and country to country. These
    are the "standard" (as opposed to "numeric") ones:
    * f - press the stick/pad/joystick forward
    * b - press the stick back
    * d - press the stick downwards
    * df - down and forward
    * db - down and back
    * u - up
    * uf – up and forward
    * ub - up and back
    Abbreviations to describe combinations of the above buttons and
    directional inputs are as follows:
    * + - as you might have guessed "+" represents pressing two buttons
    together eg. "f+k" means "move the stick towards the opponent and press
    kick at the same time" (usually results in a knee)
    * , - indicates a command that must be inputted directly after another
    eg. "f,f+k" means "press forward, then press forward again and press
    kick at the same time" (usually results in a far reaching kick attack)
    * F,B,D,U - using capital letters denotes that a directional input must
    be pressed and held eg. "F+k" means "press the kick button while your
    character is walking forwards" or "D,f+p+k" means "press forward and
    punch and kick while your character is crouched"
    * Stance Name - indicates that an move is only available if a character
    is in a particular stance eg. "koko k" means "press kick while Lei Fei
    is in his KokoShiki stance" (as you can see stance names are often
    themselves abbreviated)
    2. Basic concepts
    2.1 Rock, paper, scissors
    Usually at a given moment you and your opponent are given 3 choices:
    * Throws beat defense but lose to attacks
    * Attacks beat throws but lose to defense
    * Defense beats attacks but loses to throws
    2.2 Execution Speed & Recovery
    Just by watching the characters on the screen one can realize it takes
    them a fraction of a second to perform an attack. Not all moves are
    performed at the same speed. The time that passes between our press of
    button and our character’s actual attack is called "execution speed",
    "execution", or simply "exe". Obviously, the shorter the execution speed
    of a move the better. Your opponent will have less time to defend
    himself, to duck, to avoid the move altogether, etc.
    Respectively, after each attack, there's a small period of "recovery".
    This is an inconvenient position to find one's self because, while your
    character is in recovery, they are vulnerable to attacks and/or throws.
    2.3 Frames
    A frame is the unit by which time in VF is measured. For example throws
    have an execution speed of "12 frames", sometimes abbreviated to "12f".
    Frames are important: A 14f attack is faster than a 16f attack. If both
    characters attack simultaneously, the one performing the 14f will hit.
    If one performing the 16f attack had, let's say, a 5-frame "advantage",
    he'd hit instead. Frames for each attack can be found at VFDC's "command
    list" section.
    Things get a bit complicated when moves require multiple inputs to be
    performed. Let's just say that moves that require f,f and b,b motions
    sometimes come out 1 (or more) frames slower than what's indicated in
    VFDC command list.
    2.4 Guard, Hit, Whiff
    Once again, the purpose of the game is to beat your opponent. Of course
    your opponent is very unlikely to just sit there doing nothing. If he
    sees you attacking he'll probably want to "defend". In VF this is done
    by pressing G (the "guard" button). Don't be surprised if you encounter
    the term "block" though.
    If you're really fast (and here is where "execution speed" comes to
    play) your opponent might not have time to properly defend, resulting in
    your attacking scoring a "hit".
    However, if you fail to calculate the distance between the two
    characters your attack might "whiff". This unfortunately results in your
    character's prolonged "recovery". In order to understand this concept
    imagine that you're playing soccer, getting ready to kick the ball,
    going at it and completely missing it. You'll struggle to regain your
    footing, you might even tumble down. Or imagine you're playing tennis
    and you miss the ball, your arm will continue its forward momentum,
    whether you hit the ball or not. The same thing applies when getting
    ready to hit an opponent and "whiffing" your attack, your character
    might require a moment to "recover" so make sure your attacks "connect".
    2.5 Counter Hit & recovery CH
    In the event you hit your opponent while he's also trying to attack you
    then your attack counts as a "Counter Hit", sometimes abbreviated to
    "CH". CH do more damage and sometimes even have different properties
    than their "normal" hit version, possibly knocking the opponent off his
    In case you CH your opponent after he has performed an attack but before
    his character has finished the animation for his attack, then you'll
    score a "recovery CH". In game terms, your opponent must "whiff" an
    attack and you must "hit" him while he's in "recovery"! A "recovery CH"
    does more damage than a normal hit, less damage than a typical CH and
    sometimes shares a move's CH properties.
    3. Movement
    3.1 Walking
    Moving around in VF is done with directional inputs. Holding the stick
    towards one direction results in your character walking in said
    direction. Official terminology for walking in VF is called ARM (All
    Range Movement). The name stems from the fact that once you start
    walking, you can freely change direction during the walk by moving the
    stick in the desired direction.
    3.2 Dash & Crouch Dash
    Pressing ("tappping") the stick twice in rapid succession either towards
    or away from your opponent will result in your character performing a
    quick step in either direction, called a "dash". This covers more space
    than just walking around and is used for moving swiftly in space.
    Double tapping diagonally forward (df,df) or diagonally backwards
    (db,db) will results in a "crouch dash". This is a very important
    maneuver since it retains the speed of a dash while putting the
    character in a crouched state, offering extra evasion (e.g. ducking
    under high attacks or high throws).
    3.3 Running
    By inputting f,F (ie. dash then hold the directional input) your
    character will start running towards your opponent.
    3.4 Evade
    By tapping u or d, then returning to neutral, your character will
    perform a lateral step away towards the background or the foreground,
    respectively. This is called a "defensive move", "DM" or simply "evade".
    A DM can sometimes avoid an opponent's linear attack. We'll discuss
    evades in more detail in the "defensive techniques" chapter.
    4.1 High Throws, Low Throws & Throw Escapes
    High throws, usually referred to as "throws" for simplicity's sake, are
    moves that occurs by pressing P+G and some combination of directional
    input(s). By pressing P+G your character wills extend his arms and, if
    he manages to get a hold of the opponent, wrings the opponent's neck,
    pokes his eye out, does something painful in general. All characters
    have high throws.
    Low throws are executed by pressing P+K+G and some combination of
    directional input(s). Contrary to "regular" throws, not every character
    has low throws. In VF5, the following characters have low throws: Aoi,
    El Blaze, Goh, Jeffry, Pai, Vanessa, Wolf.
    If you find yourself on the receiving end of a throw don't despair:
    there's a way out! You just have to press the same buttons, and last
    directional input, as your opponent. For example, if your opponent threw
    you with b,f+P+G you have to press f+P+G. If your opponent used a low
    throw that had a "db,db+P+K+G" input you can escape by pressing
    db+P+K+G. This might sound easy but considering that a) we don't know
    which throw our opponent used b) there's a small window for us to input
    throw escapes, escaping throws requires practice.
    4.2 12f & 0f throws
    Speaking of time windows; it takes 12f frames for a character to execute
    a throw. This is universal: throw animations might differ from character
    to character but they are all 12f.
    We've mentioned earlier that attacks beat throws. Combined with the fact
    that throws have 12f exe, in order to land a throw one of the following
    things must happen:
    * your opponent mentally "freezes" for at least 12f. Happens rather
    infrequently ;-)
    * your opponent's character has performed a move which leaves him
    "recovering" for 12f or more. This is why attacks that leave a character
    recovering for more than 12f on block are called "throw punishable" - if
    an opponent "guards" the attack then his throw is "guaranteed". Of
    course advanced players might attempt to "throw escape" after such
    "unsafe" attacks ;-)
    * your opponent is pressing the guard button. This is a feature that was
    introduced to the VF series with the advent of VF5. Whenever a player
    presses G his character can be thrown. In VF terms, the throw executes
    instantly, skipping the 12f arm-stretching animation, becoming instead a
    "0f" throw. When this happens it's virtually impossible to perform a
    throw escape since the (already small) throw escape window is diminished
    by the 12 missing frames.
    4.3 Throw clashing (and how to avoid it)
    Not all throws are executed from "guaranteed" situations. An opponent
    with "frame advantage" (usually incurred after having successfully
    blocked an attack) might try to throw you. If you try to attack,
    ignoring the risk of being CH, then your attack will "clash" with the
    opponent's throw. In layman's terms the attack and throw both cancel
    each other out, leaving both you and your opponent in a "(frame)
    neutral" situation.
    Be warned though, some moves don't throw clash. This means that these
    attacks will always "beat" the throw attempt, resulting in a CH:
    * crouching moves
    * jumping moves
    * moves that leave the character with his back turned to the opponent
    This feature was also introduced to VF with VF5 (up to VF4 ALL attacks
    beat throws).
    4.4 Catch throws
    This is a special type of high throw. They have the following
    * a longer reach
    * more active frames
    * cannot be throw escaped
    * beat attacks that would normally clash against a regular throw
    * lose to regular throws
    Not all characters have catch throws in VF. In VF5 the following
    characters have catch throws: Akira, El Blaze, Eileen, Goh, Jeffry,
    Kage, Lei Fei, Lion, Sarah, Shun, Vanessa, Wolf.
    4.5 Ground Throws
    These are throws that can only be performed if the opponent is lying on
    the floor. They are executed by pressing df+P+G or d+P+G. Not all
    character have ground throws in VF. In VF5 the following characters have
    ground throws: Aoi, Goh, Jeffry, Wolf.
    5. Attacks
    5.1 Strikes, strings & followups
    When we were discussing about "recovery" we mentioned that the defending
    player has the opportunity to counterattack after blocking his
    opponent's attack, while the attacker is "recovering". This of course
    only applies for individual strikes. If the first attack has a
    "followup" things get a bit more compicated (for the player defending):
    the attacker can choose to continue with the "(canned) followup" or halt
    and pursue a different type of action. This makes it very hard for the
    defending player to judge when it's time to counterattack. In other
    words, the more "strings" (attacks that have possible followups) a
    character has, the more a player can apply pressure to his opponent.
    5.2 Hit-Throws
    These are throws that can only be executed when an attack hits the
    opponent. Think of it as something between strings and strikes. Most
    hit-throws require an input within a small frame-window (although some
    of them can happen automatically). Sometimes the hit-throw requires a
    Variations include:
    * Followup(s) on Hit - the followp attack(s) only works if the attack
    hits the opponent (eg. Brad's SB kicks)
    * Followup on Hit-or-Block - the followup works if the attack connects
    with the opponent, on hit or block (eg. Akira's SP > SDE)
    * Hit-Throw on Hit-or-Block - the throw works if an attack connects with
    the opponent, on hit or block (eg. Jeffry's Hellclaw)
    5.3 High, mid & low attacks
    Even if we already discussed some attack classes already (while
    discussing throw clashing & hit-throws) this classification is
    considered to be the most important one in VF (and 3D fighting games in
    general). There are 3 major types of attacks: high attacks aim the
    opponent's head, mid attacks go for the torso, and low attacks his legs.
    * high attacks can be defended with high OR low guard
    * mid attacks have to be defended with high guard ONLY
    * low attacks have to be defended with low guard
    5.4 Crouching & Jumping Attacks
    * Crouching attacks recover in a low position thus beating high attacks
    (including high throws).
    * Tech-crouching attacks recover high but can sometimes beat high
    attacks (including high throws).
    * Jumping High attacks jump over lows (and beat throws).
    * Jumping Mid attacks beat lows (and throws).
    5.5 Special high, mid & low attacks
    There's of course some exceptions (otherwise it wouldn't be funny now,
    would it?):
    * Special mid attacks can be defended with high or low guard.
    * Special low attacks can be defended with high or low guard.
    * Special high attacks beat special low attacks (and some
    low/tech-crouching attacks, if you're lucky)
    5.6 Attack classes & Sabaki
    VF doesn't treat all attacks the same way; it differentiates between
    punches and kicks, it differentiates between elbows and knees, it
    differentiates between a headbutt and a shoulder ram. While this usually
    is not of particular consequence...
    ...it does come into play when there are "sabaki" attacks involved.
    Sabaki are (somewhat) slow attacks that are capable of beating certain
    types of attacks during specific frame “windows” of their execution.
    They are powerful if you can outguess your opponent. Not all characters
    have sabaki attacks and those that do greatly very between them eg.
    Akira's df+P+K+G "sabakis" high and low punches; Vanessa's b,f+K sabakis
    high and mid punches, high and mid elbows and high kicks.
    Contrast to reversals and inashi, discussed below, which also work based
    on Attack Classes.
    5.7 Circular & semicircular attacks
    Another attribute an attack might have is whether the opponent can
    "evade" it or not. "Semi-circular" attacks can only be evaded towards
    one side, while "(full-) circular" attacks cannot be evaded at all. More
    about evading attacks, below.
    5.8 Charge Attacks
    Some attacks (usually one or two per character) can be "charged" by
    pressing and holding the command buttons used for their execution. This
    takes time (meaning their execution becomes longer) which means your
    opponent has the chance of counter hitting you while charging. Some
    moves change attack classes while charged.
    5.9 Unblockable Attacks
    These attacks cannot be blocked. If you try to they will register as
    hits instead. Thankfully they are all slow and high, giving the
    defending player the chance to duck.
    6. Hit Effects
    This is the real meat and potatoes. Throws and attacks do damage, that
    much is obvious by looking at the health bar. There are however many
    side effects that are not obvious.
    6.1 Frame advantage/disadvantage
    This is the simplest form of hit effect. If your opponent blocks your
    attack then you're in a disadvantageous position while recovering; in
    game terms this is called "negative frames on block". If your opponent
    doesn't block on time then you're probably at "positive frames on hit".
    Most attacks don't give that many positive frames on normal hit and some
    of them are even at a minor disadvantage (say -1 or -2) on normal hit.
    That said, practically all attacks give "positive frames on CH" (makes
    sense, your opponent was trying to hit you and then you smash him square
    on the jaw, he certainly loses moementum).
    There are SOME attacks that grant "positive frames on block" although
    they will always be either high (giving you the opportunity to duck
    them) or quite slow (giving you the opportunity to evade them).
    Some throws also grant frame advantage eg. db "replace" throws that
    cause a character to switch places with their opponent also grant frame
    advantage. More importantly, most throws cause frame disadvantage if
    they are escaped.
    6.2 Knockdown & Floats
    Some moves hit the opponent so hard they manage to knock him off his
    feet. This is called a "knockdown". Sometimes the opponent flies so high
    up in the air (granted that's not very realistic) that you can manage to
    further inflict damage on him with further attacks before he hits the
    ground. Since the game displays the opponent sort of "floating" in
    mid-air this is called a "float".
    Once your opponent (finally) hits the ground he has various ways of
    getting up (see 8.3 recovering from falls).
    Throws usually deal their damage and result in a Knockdown, but a small
    number instead will allow for a float combo where the player must
    manually combo for the damage.
    6.3 Slam & (re)bounce combos
    Some moves are more realistic and just knock, or slam, the opponent to
    the floor so hard that their legs usually flop upwards. In such cases
    the opponent can still be hit via the use of a "(re)bounce combo". If
    you don't know any such combo, often a simple u+P "pounce" will connect.
    6.4 Crumple
    These are provoked by attacks targeting vital areas of the opponent's
    body eg. head, stomach, kidneys, @@ etc. The opponent is struck
    unconscious on his feet, and proceeds to crumple down like a ragdoll.
    This is a good opportunity for you to tag some extra damage. Sometimes
    you can low throw the opponent after a crumple, if your character
    possesses a low throw.
    6.5 Stagger
    These attacks, well, stagger the opponent for a small period of time.
    This is represented in-game by a little arcade stick appearing on the
    screen (see 1.1 what's happening on the screen). While "staggered" the
    opponent can't block and any attack hits him will be considered a
    counterhit. Even worse, some attacks that normally didn't have any
    knockdown hit-effects might still be able to knockdown a staggered
    In order to escape this condition and regain control of his character a
    player has to quickly mash directional inputs and command buttons; the
    faster the better.
    Staggers can occur when some attacks counter hit. However staggers can
    also occur when some attacks connect and...
    * the attack caused the opponent to hit the wall (wall stagger)
    * the opponent was in a crouched position for any reason (crouch
    * the opponent was defending in a crouched position (crouch guard
    * the opponent was defending (guard break)
    Furthermore some (slow) attacks, including charged attacks, can stagger
    on block. Finally, there's a couple of throws that instead of knocking
    the opponent of his feet leave him standing but in a staggered state.
    As you can see it's very important to learn to unstagger fast when you
    see the wiggling arcade stick on the screen ;-)
    6.6 Wall Splat
    This happens when some attacks send the opponent flying to the wall.
    Instead of falling to the ground, or getting wall-staggered, the
    opponent sort of pastes himself on the wall, allowing you to tag an
    extra attack or two.
    There's a tiny fraction of knockdown throws that can wall splat eg.
    Kage’s TFT, Pai's overhead toss, Wolf's giant swing etc.
    6.7 Sideturn & Backturn
    Some attacks can leave the opponent turned to the side after hit. Given
    that it takes 3 frames for a sideturned character to realign this
    constitutes a minor frame disadvantage. However one must take into
    account that some attack's properties are altered when they hit from the
    side, sometimes even causing a "side crumple". Same goes for throws;
    performed from the side they usually hurt more and are more difficult to
    escape. Combined with whatever frame advantage the sideturning attack
    grants to the attacker, one can realize that a sideturned situation is a
    perilous one indeed.
    Some throws also leave the opponent sideturned so learn which of your
    attacks can cause a sidecrumple and try to mix up with a sidethrow.
    It takes 6 frames to turn around from a Backturned (BT) situation.
    Attacks that previously caused a sidecrumple now cause a backcrumple;
    additionally some attacks can cause a back stagger. At the same time
    back throws are even more damaging. Being backturned is a risky
    situation; however, contrary to a sideturned situation, characters that
    are back turned have access to BT moves so there are more possibilities
    to explore.
    7. Defense
    This is probably the most complicated part of VF.
    7.1 Guard (and how to beat it)
    By holding the guard button a character can defend against high and mid
    attacks. Low attacks are defended with d+G, in other words with the
    guard button while holding down on the stick.
    * High guard loses to high throws, low attacks & unblockable attacks.
    * Low guard loses to low throws & mid attacks.
    7.2 Fuzzy Guard, CD-fuzzy (and how to beat it)
    As mentioned above, pressing d+G results in our character performing a
    low guard. This counts as being in a crouched position. This means that
    high attacks & high throws will "whiff", fly over the character's head.
    Releasing d will result in the character standing up, which, as
    mentioned above, allows the character to block any mid attacks. In other
    words inputting d+G will (press down and guard, then release down while
    holding guard) allows your character to duck under throws and highs and
    still defend against mids! However, this defensive technique only works
    for attacks that leave your character at a -5f disadvantage or better
    (ie. -4, -3, -2; if you're at -1 attacking might be a better option
    though). This seemingly "arbitrary" -5f threshold happens due to the
    fact that ducking in VF also has execution frames.
    Speaking of execution frames, inputting df,df (or performing a
    "crouchdash" as we've called it in the movement section) will put a
    character in a crouching state 1f faster than a simple d+g motion. This
    might not sound like a big deal (1f is a really small time window
    afterall) but inputting df,df,g allows for fuzzy guarding throws & mids
    up to -6f!
    As you can see, fuzzy guard is something between a normal and a low
    guard (hence the term "fuzzy"). It's a strong defensive technique that's
    not that hard to pull off, particularly in its simplest (d+G) form and
    should be preferred over simple guarding whenever possible. Still, fuzzy
    guard can be beat by:
    * low attacks (at no point is the character blocking low)
    * low throws (since the character is considered to be in a crouching
    state at the beginning of the fuzzy guard motion)
    * delayed throws (if your opponent anticipates a fuzzy guard he might
    decide to postpone his throw a tiny bit and wait for you to stand up in
    order for his throw to work on you)
    7.3 TEG (and how to beat it)
    This is a combination of guarding and throw escaping in order to escape
    a possible throw but still be able to guard a mid attack. It is
    accomplished by quickly entering throw escapes and then holding G (hence
    Throw Escape Guard, or TEG) during the recovery of your guarded or
    whiffed attack. It requires a certain amount of manual dexterity but
    it's quite useful, particularly when you manage to put your character in
    situations that are -7 or more. TEG is an intermediate defensive
    technique that loses to:
    * low attacks
    * unblockables
    * any throw direction you didn't manage to escape
    7.4 Evade (and how to beat it)
    We saw earlier that an evade, also known as DM, is a lateral step to the
    side. If timed right, it can cause an opponent's attack to whiff. Having
    explained that attacks that whiff have longer "recovery" times, one can
    see that evading an attack is usually more beneficial than actually
    guarding it. Of course, in order to balance things out, evades have some
    vulnerabilities and can be beat by:
    * throws
    * circular attacks
    * semi-circular attacks towards the "tracking" direction
    * delayed attacks (this provokes a "failed evade" which causes all
    attacks to track)
    7.5 ETEG (and how to beat it)
    This is a combination of (E)vade with the (T)hrow (E)scape (G)uard
    technique. This requires a high degree of manual dexterity and is
    considered the most advanced defensive technique in VF. ETEG only loses
    * circular attacks
    * semi-circular attacks towards the "tracking side"
    * any throw direction you didn't manage to escape
    7.6 Reversals & Inashi (and how to beat them)
    Reversals and inashi are riskier defensive techniques because they only
    beat specific "attack classes". Any other attack will count as a CH.
    Furthermore, reversals and inashi (contrary to "sabaki" attacks, see
    above) don't count as attacks. This means that reversals/inashi lose to:
    * throws
    * any attack they are not designed to beat
    * delayed attacks
    Please note that reversals and inashi vary greatly from character to
    character, in number and in properties: Aoi has the most, with Akira and
    Pai coming far second; on the other end of the spectrum Lau and Jeffry
    have none.
    7.7 RTE
    As you can guess, this defensive technique consists of inputting (T)hrow
    (E)scapes after a (R)eversal. That way your reversal will only lose to:
    * any attack they are not designed to beat
    * delayed attacks
    * any throw direction you didn't manage to escape
    8. Advanced Techniques
    8.1 Stepping
    In VF it is possible to "cancel" a failed evade, either with a dash or
    crouchdash. This have the advantage of reducing the "recovery" frames of
    a "failed" evade. Repeated evade cancels maximise one's chances that his
    opponent will whiff. They are collectively known as "stepping" and they
    consist of one of the flashiest and more visually impressive VF
    The easiest pattern to perform would have to be the "boxstep", a
    repeated b,b,u,f,f,d,b,b,u,f,f,d motion. Try it!
    8.2 Offensive Move
    Offensive Moves (OM) are performed by pressing P+K+G during an evade.
    Unlike DMs which are used when you’re disadvantaged, OMs should be used
    when you have an advantage since their evasive capabilities aren’t
    great. OMs are a good way to pressure your opponent from the side, and
    to sometimes avoid pesky little moves like P or d+P while you still have
    8.3 Recovering from falls
    For all our talk of "guarding", "evading", and "stepping, it's very hard
    to play a game of VF without getting hit. And when that happens, there's
    a fair chance of having your character knocked off his feet. When he
    lands, you'll be given the choice of recovering from the fall by
    pressing P+K+G. This is often referred to as "techrolling" or simply
    "teching". The timing is not very hard (compared to, say, hit throws)
    once you get used to it.
    * P+K+G makes your character recover (tech) in place
    * d+P+K+G makes your character perform a roll towards the foreground
    (hence the term techROLLING)
    * u+P+K+G makes your character perform a roll towards the background
    * messing up the timing, pressing anything else or just choosing not to
    press anything will make your character stay on the floor
    Staying on the floor is risky since your opponent can capitalise on that
    in order to inflict extra damage via:
    * light down attacks ("stomp")
    * heavy down attacks ("pounce")
    * attacks that hit the opponent while he's on the ground ("floor
    hitting", "floor scraping" or just "scraping" attacks)
    * ground throws (for those characters equipped)
    That said techrolling is also dangerous, particularly when falling
    * when your character is falling in a "face down, head towards" the
    opponent position you should recover *in place* (with pkg, NOT with
    * when your character is falling "face down, feet towards" you should
    techroll (with d/u+pkg, NOT just with pkg)
    Regardless of the way you recover, you should be aware that your
    opponent will probably have the advantage while you are teching. So you
    might want to "play dead" from time to time, just to break his habits.
    Try alternating between d+P+K+G and u+P+K+G techrolls too, don't get
    Finally, when you do find yourself on the ground (make because of a slam
    move, or maybe because of a throw that left you there), try to also
    alternate the way you rise. Don't always get up by mashing K or d+K; the
    rising kicks are nice but a clever opponent can make you pay dearly if
    you whiff them. Try delaying them from time to time, or even better, try
    mashing P and G together in order to rise quickly without exposing
    yourself to danger.
    8.4 Hit-checking
    Hit-checking is a fancy word that means "be attentive and visually check
    the result of your attack’s hit before your next move". This aspect of
    VF is frequently under-estimated but it becomes very important when the
    followup attack is "unsafe". A player with good hit-checking skills will
    recognize when their Punch has scored a Counter Hit, and then
    immediately follow up with a slow launcher that will beat any attack
    from the opponent. Contrast this with a player with poor hit-checking
    skills who will likely always follow their Punch with a launcher,
    regardless of how it hit, and be susceptible to a Counter Hit.
    9. Character Specific Strategies
    9.1 Beating Low Attacks from Medium Disadvantage
    When at disadvantage it is usually safer to guard high and eventually
    guard any low attacks on reaction. However if you anticipate a low
    attack you can use an attack designed to beat the low. The move to use
    depends on your character though; here's an idea of move you might want
    to use in such cases:
    * Akira -- shoulder ram; f,f+k,k
    * Aoi -- f,f+k
    * Brad -- jumping kick (uf+k)
    * El Blaze -- u+p+k
    * Eileen -- shoulder ram; uf+k+g
    * Goh -- shoulder ram
    * Jacky -- somersault; u+k+g
    * Jeffry -- jumping kick; f+k (only from small disadvantage though)
    * Kage -- uf+k+g; uf+k; u+k+g
    * Lau -- u/uf+p; u/uf+k
    * Lei Fei -- u+k+g?? (but then again he's never at disadvantage)
    * Lion -- u+k; b,f+k+ge
    * Pai -- somersaults; uf+k
    * Sarah -- somersault; u+k
    * Shun -- mulekick; u+k
    * Vanessa -- DS db+p
    * Wolf -- uf+p+k
    9.2 Backwalk (and how to beat it)
    Some characters (eileen, jacky, kage, vanessa) have a fast walking
    speed. Combined with moves that push the opponent back on block (eg.
    Vanessa's DS df+k) they can thus "backwalk" away from most fast
    retaliation attacks that usually suffer from poor range. The fact that
    backwalk can be instantly G cancelled makes any slow move a really poor
    choice. So here's a quick and dirty list for each character in order to
    beat this sort of play:
    * Akira -- SDE; f,f+p+k,p
    * Aoi -- f,f+p; f,f+k
    * Brad -- ?? (df,df,B+k maybe ??)
    * El Blaze -- f,f+k; rocket discharge mixups maybe ??
    * Eileen -- f+k ?? qcf+p ??
    * Goh -- f,f+k
    * Jacky -- f,f+k; walk forward!
    * Jeffry -- df+k; f,f+k
    * Kage -- f+k+g; f,f+k+g
    * Lau -- df+p string; uf+k
    * Lei -- hai p ?? (once again i'm clueless when it comes to lei fei)
    * Lion -- f+k+g; db+k+g; f+pkg mixups
    * Pai -- f,f+p+k
    * Sarah -- f,f+k; f,f+k+g; p+k
    * Shun -- head dive
    * Vanessa -- f,f+k
    * Wolf -- f,f+p+k
    Note: It would be best to find two far reaching moves per character,
    preferably moves that have different attack classes, just in case the
    backwalking player anticipates the counterattack and decides to mix it
    up with a sabaki/reversal.
    9.3 Fast un-sabakiable attacks
    Speaking of sabaki attacks, here's a list of fast (18 frames or less)
    mid moves that beat them:
    * Akira: Shoulder Ram; Double Palm; f,f+p+k
    * Aoi: b,df+p
    * Brad: --
    * Eileen: shoulder ram, uf+k+g
    * El Blaze: ub+k+g
    * Goh: Shoulder Ram
    * Jacky: somersault; b,f+k+g
    * Jeffry: b,df+p
    * Kage: uf+k
    * Lau: ub+k+g
    * Lei Fei: b,f+p; b,df+p+k
    * Lion: D,df+p+k
    * Pai: somersaults
    * Sarah: Somersault
    * Shun: u+k+g mulekick
    * Vanessa: --
    * Wolf: Reverse Sledge Hammer; Quick Shoulder
    10. About this FAQ
    This document is based on a FAQ i wrote for fellow greek VF players.
    It was proof-read by Myke, veteran VF player and owner of VFDC, for
    major blunders.
    It is not complete. Nor 100% accurate on the mechanics. I'm working on
    Nevertheless i believe it has reached critical mass and deserved a 1.0
    For more VF info and news head over to VFDC http://virtuafighter.com/