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JuiceboxAbel

VF5FS System Notes

Apr 1st, 2021 (edited)
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  1. Life total:
  2. - characters have 221 life
  3. - if you take 220 damage, your lifebar is empty, but you're not KO'd yet
  4.  
  5. Offensive Move (OM):
  6. - press P+K+G after pressing up or down
  7. - has a unique sound effect, sounds distinct from evades
  8. - sort of like a super sidestep, however it DOES NOT EVADE any attacks
  9. - if your opponent presses a button at any time during an offensive move (sometimes abbreviated OM) you -will- get hit!
  10. - Good for positioning after knockdown and/or near walls, and good against defensive opponents to give yourself side advantage
  11. > (more on side advantage and sideturns below)
  12.  
  13. Sideturn:
  14. - some attacks or situations will have your opponent attacking your side
  15. - pressing G realigns you to the opponent. You are not actually guarding until you're realigned
  16. - the realignment takes 3f from side/5f from backturn
  17. - these frames are nicknamed "UG time" due to the lack of guarding
  18. - this means that if you are -9 from the side, and you hold G, you can be hit by moves i12 or faster.
  19. - characters can still crush lows, attack, jump, duck, and sometimes use reversals/sabakis from a sideturn, however.
  20.  
  21. Side Frame Bonus:
  22. - an attack that does less than 15 dmg - > +2 extra frame advantage
  23. - an attack that does 15-24 dmg -> +3 extra frame advantage
  24. - an attack that does 25+ dmg -> +6 extra frame advantage
  25. > a basic strategy is to use unsafe launchers against an opponent's side, many launchers can be made much safer this way
  26.  
  27. "Fuzzy Guard"
  28. - if you are -1 to -3, you can avoid mids and throws by briefly crouching and then stand guarding:
  29. > input 2_5G
  30. - if you are -5 or -3 from your side, you can do the same but the input is different:
  31. > input 335G (the crouch dash 'ducks' faster than simply crouching)
  32. - mechanical reasons:
  33. > crouching normally takes 7 frames
  34. > this means at -3 you can crouch to avoid a throw but at -4 you cannot
  35. > a crouch dash puts you in crouching state after 5 frames instead of 7.
  36. (Except for Taka, who takes an extra frame for the crouch dash)
  37. > If you are at -6 or worse, you cannot duck or crouch dash to avoid a throw (if the opponent isn't late)
  38.  
  39. -9 to +9 is the "play range" of frame data
  40. > if you are not -10, nothing your opponent does is truly guaranteed
  41.  
  42. Throws:
  43. - throws catch evades in either direction
  44. - throws count as HIGH attacks
  45. - some characters have throws that work against crouchers, or on knocked down opponents
  46. (sometimes called 'low throws' and 'down throws' respectively)
  47. - the majority of the throws in the game start in 10 frames
  48. - normal standing throws can be avoided by crouching or by attacking
  49. - throws do not work against attacks and attack animations
  50. > attacking through a throw attempt from disadvantage is called "ABARE"!
  51. - this means that throws do NOT function as frame traps in VF5FS
  52. - an opponent reading your throw can launch you even at heavy disadvantage, so throws carry significant risk
  53. > but so does guarding! throws do good damage and give knockdowns!
  54. - if your opponent is -10 or worse and you throw, they are forced to try and break it (but they CAN break it)
  55.  
  56. Breaking Throws:
  57. - throws are broken by holding P+G and a direction (or no direction) while being thrown
  58. - The direction should match the final direction of the attacker's throw input
  59. > neutral P+G > broken by > holding P+G (no directional input needed)
  60. > back + P+G > broken by > holding back + P+G
  61. > 41236 (hcf) P+G > broken by > holding forward + P+G
  62. > all low throws end with down-back or down or down-forward, and can be broken with the same logic
  63. > all down throws end with down or down-forward, and can be broken with the same logic
  64.  
  65. > if your SIDE is thrown, the attacker's input is irrelevant. Hold P+G and the direction that is towards the opponent in 3D space
  66. >> for example, if the opponent is throwing your character's right side, hold 6 + P+G. 4 + P+G for your left side.
  67. >> this rule also applies to low throws against your side, 1 + P+G and 3 + P+G break side low throws
  68.  
  69. > there are many "unbreakable throws" in VF, they are labeled as "High Catch Throws" or HCT in the virtuafighter.com movelist
  70. > these are treated by the game as an unblockable high attack, so you cannot ABARE through them like regular throws
  71. >> high catch throws can be beaten by crouching, jumping, or hitting them before the HCT becomes active
  72.  
  73. - many throw breaks are -6 for the aggressor, and also grant sideturn
  74. - side throw breaks are +3 for the aggressor
  75. - some throws have unique advantage/disadvantage after break, especially for the grappler characters
  76. - many throws have specific throw break animations, and can be used to avoid walls or ringouts if broken
  77. > you can also ringout an opponent with the throw break animation!!
  78.  
  79. Hit Effect Colors:
  80. - white > normal
  81. - yellow/orange > counter hit (hit during startup, or winning a "trade" [see below])
  82. - blue > side counter hit
  83.  
  84. Trades:
  85. - if two attacks meet on the same frame, then:
  86. > the attack that would do more damage on a normal hit will win (but will register as a counter hit!!)
  87. - if the two attacks do equal damage, then:
  88. >> the attack that has slower startup will win
  89. - if the two attacks are equal in damage and startup time, then:
  90. >>> If one player has 50 less life, that player wins. If not, they will actually trade!!
  91.  
  92. Fall recovery/Quickrise:
  93. - there is a 4f window to input P+K+G as you hit the ground. With this you can recover quickly. You can Quickrise in place, or into the foreground/background by holding up or down when you press P+K+G.
  94. - the 4f of variance means you can actually mess with frame-perfect setups if you tech early/late (oki is very detail-oriented in this game)
  95. - after fall recovery into the foreground or background, you are briefly in a crouching state before you fully stand up, however you can still hold G to block mids.
  96. - characters with low throws can try to grab these crouching frames (the throw is breakable as normal) unless the defender chooses to attack (ABARE!!) through the throw or forward dash/jump/evade to avoid these low throws (evade forces the defender into a standing state instantly even if it doesn't avoid any strikes)
  97. - after fall recovery in-place, you are briefly in a forced standing state, however you can still hold 2G to block lows.
  98. - normal throws are guaranteed to connect during these standing frames (the throw is breakable as normal) unless the defender chooses to attack (ABARE!!) through the throw or forward dash/jump to avoid these throws
  99.  
  100. Knockdown if you didn't use Fall Recovery:
  101. - you will stand up eventually without input. you cannot choose to stay on the ground
  102. - options:
  103. > hold down or up then press G > roll to background/foreground before standing up
  104. > hold back then press G > roll away from opponent
  105. > press P or G to get up in place (earlier than if you input nothing)
  106. >> after choosing one of these options, you can hold down to wakeup in a crouching state if you wish
  107. >> you can add a Wakeup Kick to the roll options by pressing K or down + K during the wakeup animation
  108. >> you can also Wakeup Kick in place with simply K or down + K
  109. - Wakeup Kicks can be low or mid attacks
  110. - they do 20 dmg and are -6 on block, +3 on hit, +6 on counter hit
  111. > EXCEPT for rolling away wakeup kicks, which are -15!!
  112. - they can be blocked consistently with practice by recognizing the attack animation
  113. > some wakeup attacks are unique, such as Taka's having a punch animation (the input is still K)
  114.  
  115. Special Attack Zones:
  116. EX Low
  117. - can be blocked standing or crouching
  118. EX high
  119. - can hit the startup and recovery frames of low attacks
  120. - good if you anticipate 2P, among other things)
  121. EX mid
  122. - forces you into a standing state if you're crouching, but deals no damage if so
  123. - usually gives you frame advantage or a NC string
  124.  
  125. Attack Strings:
  126. - some strings combo naturally from beginning to end, some do not
  127. - some strings that dont naturally combo will if they start with a counter hit
  128. - the vast majority of the string in the game can be delayed, useful for throwing off the opponent's rhythm
  129. - if a string is a natural combo, it will -still- combo even if delayed (some exceptions)
  130. - if you press G during any of your attack strings, the game will no longer accept inputs for that string
  131. > this is useful in many ways
  132. > the simplest application is to tap P, G, P to make sure you get standing P twice, instead of your PP string.
  133.  
  134. Evades:
  135. - tap up or down while at disadvantage
  136. - if the opponent pressed a button, you will evade. there is a sound effect to indicate success
  137. - a successful evade puts your opponent in a sideturn state
  138. - all evades take the exact same amount of time to finish for all characters, therefore lead to predictable frame situations
  139. > (more info on evade frames below)
  140.  
  141. - if you tap up or down but the opponent didn't attack, you were at advantage, or your opponent used a Circular that covers the direction you attempted to evade to, then you will not evade
  142. - this is a 'failed evade'
  143. - it looks like a sidestep, but you aren't actually evading anything (remember, listen for the sound effect)
  144. - you cannot guard during a failed evade
  145. > a failed evade can be canceled with a forward dash or a crouch dash
  146. > forward dashes and forwards crouch dashes can be cancelled with... GUARD
  147. > this means it's a good idea to input any attempted evade as 8 or 2, then 66G or 33G
  148. >> if your evade succeeds, the 66G or 33G will do nothing, since a successful evade cannot be interrupted
  149. >> if your evade fails, you will dash/crouch dash into a guard!
  150. >> this is called the 'evade dash cancel' and 'evade crouch dash cancel' (EDC and ECDC)
  151. >>> if you do an EDC or ECDC, you might as well press and hold P right after G, so you can try to break a throw just in case!
  152.  
  153. - if your opponent likes to use evades, counter with throws and circulars!
  154.  
  155. SUCCESSFUL EVASION FRAME DATA FORMULA:
  156. - A successful evade takes exactly 23 frames
  157. > unless you are sideturned, if so it takes 3 more frames
  158. > [X - 23 + Y = Advantage]
  159. X - total frames of evaded move
  160. Y - your advantage before evading
  161. - Example: you are -7. You input an evade and the opponent does their 'elbow' (usually 6P)
  162. - Most of these 6P attacks last 36 total frames
  163. - 36 - 23 + (-7) = +6
  164. - you have +6 advantage after successfully evading their 6P!
  165.  
  166.  
  167. -------------------
  168. ///////////////////
  169. NITAKU (two-choice, or 50/50s):
  170. - if you are at -6 or worse, in a standing state, and in your opponent's throw range, you're getting MIXED UP!
  171. - we would say you are "in nitaku" in this situation
  172. - at -6, you cannot avoid a throw in any way unless you attack (ABARE!!)
  173. - you can try to break the throw but the odds aren't in your favor!
  174. - but if you attack, since you're -6, you can easily be counter hit
  175. - most characters have a specific mid they can use to start combos on counter hit, which they will use here
  176. > (Due to Taka's crouch dash taking an extra frame to enter crouching state, Taka is 'in nitaku' at -5!)
  177. > if you are at -6 or worse while crouching, you can simply stay crouching to avoid a throw
  178. >> you can still be mixed with mids and lows!
  179. ///////////////////
  180. -------------------
  181.  
  182. Light Disadvantage:
  183. - if you are better than -6 (-5 to -1), evasion is a rewarding choice if you are not too predictable
  184. - because, if you evade a 2P or any move slower than that, you usually end up with significant frame advantage after the evade
  185. > (see below for common examples)
  186.  
  187. 2P table (33 total frames):
  188.  
  189. you after 2P evade
  190. -11          -1
  191. -10          0
  192. -9            +1
  193. -8            +2
  194. -7            +3
  195. -6            +4
  196. -5        +5
  197. -4        +6
  198. -3        +7
  199. -2        +8
  200. -1        +9
  201. NET: +10 advantage
  202.  
  203. most 6P (36 total frames):
  204.  
  205. you after 6P evade
  206. -11           +2
  207. -10           +3
  208. -9            +4
  209. -8            +5
  210. -7            +6
  211. -6            +7
  212. -5        +8
  213. -4        +9
  214. -3        +10
  215. -2        +11
  216. -1        +12
  217. NET: +13 advantage
  218.  
  219. 5P table (27 total frames):
  220.  
  221. you after 5P evade
  222. -11           -7
  223. -10           -6
  224. -9            -5
  225. -8            -4
  226. -7            -3
  227. -6            -2
  228. -5        -1
  229. -4         0
  230. -3        +1
  231. -2        +2
  232. -1        +3
  233. NET: +4 advantage
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