1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Teaching the game?

Discussion in 'Dojo' started by MarlyJay, Jul 10, 2011.

  1. Drift

    Drift Well-Known Member

    I'll reply here instead of creating a new thread.

    Hello again, VFDC. Once more, I've returned to fighting games (VF5:FS's release and having actual competition helps.) After a few hours in the woodshed, I've learned that I'm a complete scrub again. Even before, when I was playing regularly, I only ever reached a low mid-level proficiency and had many bad habits. So, I set about creating a training plan. As I intend to get as many new people into the game as possible (Thank you, SEGA, for the $15 price point!), I wanted to be as thorough as possible when deciding on what to include. To that end, I have created 3 separate-but-related progressions: offense, defense, and movement. I'd like to present "Offense" to get everyone's ideas on what I've left out or needs to be re-ordered. The goal of each progression is to help prioritize your practice sessions. Things closer to the top of the list are easier to study/practice, give greater return-on-investment, or require less knowledge of game mechanics. Items closer to the bottom expand upon the first items, require more knowledge/practice, and/or give less return for more work. Since I'm only including "Offense" here, it should be assumed that any item listed which requires knowledge of a mechanic not directly addressed here (e.g. Advantage/Disadvantage) is included in the other two parts. Also, this is just an outline. Each section will be fleshed out once it's complete.


    OFFENSE STUDY GUIDE
    ===================

    strings: e.g. PPPK 6P+KK

    combo starters: launchers, crumbles, collapses
    a basic combo to follow those starters

    throws and follow-ups

    using down attacks, throws and pounces

    bounce move(s) and how to fit into combos
    beatdown move(s) and how to fit into combos

    punishers for guaranteed damage situations

    taking advantage of nitaku situations

    using (half)circulars

    guard breaks and follow-ups
    stagger moves and follow-ups

    taking advantage of side-turned situations

    using special styles

    basic setups (flowcharts)

    wall combos
    ring-out combos

    using inashis, sabakis

    landing hit-throws and/or hit-combos

    knowing all of your character's moves

    using unblockable and/or charge moves

    pressuring rising or recovering opponent (wake-up game)

    seeing stance

    stance- and/or weight-specific combos

    special case: "drink point" combos to remove DP from Shun (or add if you play Shun)

    defeating fuzzy guard, ETEG with delayed offense

    hit-confirming

    normal-hit and counter-hit advantage (frame data) for all of your character's moves

    advanced setups (flowcharts)

    baiting your opponent

    defeating advanced defenses

    experience

    yomi
     
  2. BLACKSTAR

    BLACKSTAR You'll find him on the grind Staff Member Media Manager

    PSN:
    oBLACKSTARo
    XBL:
    BLACKSTAR84i
  3. aseomoc

    aseomoc Member

    As a newcomer the thing that I feel that should be taught first is spacing, movement and the "states" of actions. Like I want to know the mechanics of an evade, a crouch dash, and basic movement patterns. Also, is stepping just something that is specific to Akira?

    Honestly I think frame data is shoved down newcomers throats too much...understanding advantage is not hard...and this just come with time and experience.
     
  4. erdraug

    erdraug Well-Known Member Content Mgr Vanessa

    XBL:
    erdraug
    Add "Special Case: combos that work on Taka" to DriftPlusPlus' post.
     
  5. xTank_Girl

    xTank_Girl Active Member

    Teaching VF Punch,Kick,Block Do work
     
  6. Drift

    Drift Well-Known Member

    Added to "Offense" section so far:

    defeating 2P
    special case: fighting Taka (affected launchers/etc)


    To clear up any confusion about my post, this list and the two others not posted yet are strictly aimed at giving people concrete tasks to practice in the dojo/arcade mode and for independent research. It should be used -after- the student has been taught the basic theory, shown the mechanics, and then directed to the in-game tutorial and various online sources (VFDC, Gohnotes, etc.) It's not meant to be a "how-to." There are plenty of those, but I haven't seen any "you've heard about this, now get to work!" practice ladders (for lack of a better word).

    For example, I can talk all day long about fuzzy guard. I am completely aware of how, when, and why it works. I can perform fuzzy guard and CD fuzzy on command. However, I never bothered to actually learn/practice when my character -can- fuzzy. Whenever I went to practice, there were so many things to work on, I would just "practice" the same combos over and over. Yes, it could be argued that that was a reflection on me and my desire to improve. Not everyone practices this way. Still, I think a list of ideas could keep some people (read: me) on the straight and narrow.
     
  7. HofHaH

    HofHaH Member

    Great ideas Drift, I have made a similar list to learn this game. However In an effort to be comprehensive, there are some redundancies. some of them are not practiceable in the dojo at all (e.g. seeing stance) and not applicable to this game(flowchart set-ups). In a game this complex you want to boil down the tactics as much as possible. Many of these can and should be condensed into one point. And if you are teaching this game to someone else, I would do away with both Japanese words and acronyms beccause you want to be clear when you communicate. e.g. (Yomi simply means read in English). Don't make an already comlicated game more complicated and discouraging to a new player. And I appreciate the thought put into your list but it's obvious you were coming from the POV a different fighting game and I'm just a beginner.
     
  8. Drift

    Drift Well-Known Member

    Putting this here so I can link it to new players:

    The VF Core Seven
    =================
    Crouch Jab:
    Fastest attack that cannot be ducked; Guard standing or crouching
    Frame data and move properties shared among the cast
    12F, -5 GRD, +4 NH, +7 CH
    The move all flowcharts must beat
    VF's "Get off me" move
    Used to interrupt strings with high attacks
    Used to interrupt flowcharts that are not frame-tight

    Elbow:
    Fastest short-range mid-hitting attack; Must stand to guard
    Frame data and move properties similar for most of the cast
    14/15F, -4/5 GRD, +0/-1 NH, +7 CH, +6 CR.HIT
    Used in minor-advantage situations to fish for counter or crouch hit

    Jab:
    Fastest high attack; Can be ducked / Vulnerable to Crouch Jab
    Frame data and move properties similar among the cast
    11/12F, +2 GRD, +5 NH, +8 CH
    Plus-on-GRD (+2); Characters have few of these.
    Used to start an offense; Like a boxer's lead jab

    Sidekick:
    Fastest medium-range mid-hitting attack; Must stand to guard
    Frame data and move properties similar among the cast
    16/17F, -6 GRD, +0 NH, +8 CH / CR.HIT
    Used to catch opponent back-dashing
    Used to catch opponent trying to get in

    Throw:
    Fastest command in the game; 10F
    Throws lose to any executing attack
    Used to overcome opponent's guard
    Use educated guesses to escape throws
    Escaped by pressing P+G plus the last direction of throw:
    4, 5, or 6 for high throws
    1, 2, or 3 for low throws
    2 or 3 for ground throws
    Left hand or Right hand for side throws

    Counter-Hit Combo Starter:
    Mid-hitting attack that gives combo opportunity on counter-hit
    Safe on guard; Not Punishable
    Used for mid/throw mix-ups when at medium advantage
    ("Nitaku" in VF-speak)

    Normal-Hit Combo Starter:
    Can be any hit level: Low, Mid or High
    Gives combo opportunity on any hit
    Typically not safe on guard; Punishable
    Used to blast through throw attempts for major damage
    ("Reverse nitaku" in VF-speak)
    Used to punish whiffs and very unsafe moves
     
    nou and Chanchai like this.

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice