The official Virtua Fighter 5: Final Showdown thread

Ghosty-J

Well-Known Member
Kage has a darn good moveset. I use him every now and then, but I couldn't get a full grasp of proper Kage knowledge to use him as effectively as my other subs. Usually a quick playthrough of his Command Training in the Dojo is enough to get the gears moving. Too bad I don't do that out of risk of forgetting knowledge on playing my other subs.

As for his customs, I gave him some really weird gear. Some might even find it jarring, but that's just how me head works :3

I can imagine lol. We should all play sometime for the laughs and record :) You can probably make some hilarious video again if we send you clips or full matches to you as well as yue.
I VOTE THIS PLEASE!
 

Brute

Well-Known Member
Standard Donor
Kage has a darn good moveset. I use him every now and then, but I couldn't get a full grasp of proper Kage knowledge to use him as effectively as my other subs. Usually a quick playthrough of his Command Training in the Dojo is enough to get the gears moving. Too bad I don't do that out of risk of forgetting knowledge on playing my other subs.

As for his customs, I gave him some really weird gear. Some might even find it jarring, but that's just how me head works :3
I'm trying to apply DOA knowledge to this game, and it just doesn't work. For example, in DOA your fastest mid is the cornerstone of your offense. In VF, your mids seem quite slow and mix into more mids. Highs are fast and string well, and lows cause trips, FA or open people up. Thus, it seems like the low guard is much more useful than in DOA, whereas in DOA mids are by-and-large the most common attack type so blocking low leaves you vulnerable to them.

Also, throw breaks being respective to your character's placement and not the screen's placement is an absolute mindfuck for me. Will take adjusting.
 

Ghosty-J

Well-Known Member
I'm trying to apply DOA knowledge to this game, and it just doesn't work. For example, in DOA your fastest mid is the cornerstone of your offense. In VF, your mids seem quite slow and mix into more mids. Highs are fast and string well, and lows cause trips, FA or open people up. Thus, it seems like the low guard is much more useful than in DOA, whereas in DOA mids are by-and-large the most common attack type so blocking low leaves you vulnerable to them.

Also, throw breaks being respective to your character's placement and not the screen's placement is an absolute mindfuck for me. Will take adjusting.
Believe it or not, throwbreaking used to be MUCH harder than this. It's as easy as it gets without making throwbreaks too common. It's more about knowing what the opponent would do, but cranked up an extra notch in terms of making defense more difficult than it would normally be in other fighters so it continues to stand out.

VF is all about good defense. Knowing how to get around these defenses is essential to building up a good enough offensive game. For instance, a player could spam :2::P: over and over again to beat out your strings. I could use El Blaze's :8::P+K: overhead for free guaranteed damage since it causes a bound. Akira can also :8::K: to beat it out or risk going for a low parry. With that said, :2::P: is your best friend. Use it for applying pressure, interrupting strings, and annoy your opponent enough for them to drop their guard for an attack and counter that crud however you can. A side step is a good example since there's a high chance they would try to punish you with a linear attack : P
 

DestructionBomb

Well-Known Member
Standard Donor
I'm trying to apply DOA knowledge to this game, and it just doesn't work. For example, in DOA your fastest mid is the cornerstone of your offense. In VF, your mids seem quite slow and mix into more mids. Highs are fast and string well, and lows cause trips, FA or open people up. Thus, it seems like the low guard is much more useful than in DOA, whereas in DOA mids are by-and-large the most common attack type so blocking low leaves you vulnerable to them.

Also, throw breaks being respective to your character's placement and not the screen's placement is an absolute mindfuck for me. Will take adjusting.

SS and jumping hits play a small role as well. Once you adjust brute your going to get addicted lol. The game is really fun.

Jacky/Sarah Story:

What are the 2 tracks called that are played on Jacky's? I could of sworn I heard them before..I must know. It's 10:35 - 10:52 and the other one is from 11:30 - 12:12.

Akira Story:

13:03 << Almost fell out my chair from a dose of too much awesome. Watched it again....My god....*Takes off Shades*.
 

Puño de Leyenda

Well-Known Member
Aoi isn't a Ba ji quan practioner. Aoi uses Aikijujitsu.

lol I know. I was referring to Ghosty-J's quest to defeat Dural-Presumably with his main Akira. The License challenge mode isn't limited to Aoi. ;)

So I guess I'm playing this game now. Sort-of. More like it's playing me, but w/e.

Wait a sec...This may sound silly, but Brute...Are you that certain amazing Ryu Hayabusa main on my friendlist who also happened to just start VF and Kage recently??? Because if you are that person, I was just about to flood you with the same ton of information from VFDC for just getting into VF that I've already sent you. XD

People still play online on that?

Very much so my friend...Like with YUE, I can introduce you and the others to the online lobby regulars too!

What are the 2 tracks called that are played on Jacky's? I could of sworn I heard them before..I must know. It's 10:35 - 10:52 and the other one is from 11:30 - 12:12.

No idea bro...They are awesome songs though!

Btw, I think you saw this "Akira" vid I posted here before Ghosty-J, but I dunno if YUE and DB saw it:
XD

Also, if anyone has ever watched the Arcade version of VF and noticed those little unique intros that can be created...Here they all are! Beginning with:

Akira-

Pai-

Jacky-

Sarah-
 
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Ghosty-J

Well-Known Member
Yin actually showed me that Akira parody a little while ago, and it's amazing XD

As for the intro cinematics, that was my BIGGEST disappointment regarding the console port. It was depressing to see all that awesome flash and flare they brought removed without warning. It definitely would have boosted its presentation a ton of notches. Ah well. Such is the fate of a cheaply released digital title : (
 

Brute

Well-Known Member
Standard Donor
Wait a sec...This may sound silly, but Brute...Are you that certain amazing Ryu Hayabusa main on my friendlist who also happened to just start VF and Kage recently??? Because if you are that person, I was just about to flood you with the same ton of information from VFDC for just getting into VF that I've already sent you. XD
Well, I don't know if I'd use the word "amazing" but yes, I'm that guy on your friends list.

I've been out of town for a while, and right when I get back, Soul Calibur 2 Online hits PSN, so I'm trying to re-learn that and catch-up on my VF reading. I have browsed around the wiki a bit, watching some Kage vids and got in touch with Afro Kage.
I'll get better. Slowly, but surely. Any new kickass stuff you wanna send, just e-mail it over. I'll go through everything when I get some air.

PS: side note, but your Akira is one of my favorite opponents to fight in DOA5. Good mind games in every match. Same thing won't work twice, so I gotta change up. Keeps things interesting.
 

Kronin

Well-Known Member

So it just came to my attention that there's a special stage you fight Dural in the Arcade version's Knockout Trial, which for some reason was never included as a selectable stage in the international console port. According to one of the comments in that video, the only way to play this stage is to reach her in the 50th License Challenge.

Thanks for the video!
 

Puño de Leyenda

Well-Known Member
Yin actually showed me that Akira parody a little while ago, and it's amazing XD

As for the intro cinematics, that was my BIGGEST disappointment regarding the console port. It was depressing to see all that awesome flash and flare they brought removed without warning. It definitely would have boosted its presentation a ton of notches. Ah well. Such is the fate of a cheaply released digital title : (

I KNOW! I wish that they had those in the console version...but alas... :(

Well, I don't know if I'd use the word "amazing" but yes, I'm that guy on your friends list.

I've been out of town for a while, and right when I get back, Soul Calibur 2 Online hits PSN, so I'm trying to re-learn that and catch-up on my VF reading. I have browsed around the wiki a bit, watching some Kage vids and got in touch with Afro Kage.
I'll get better. Slowly, but surely. Any new kickass stuff you wanna send, just e-mail it over. I'll go through everything when I get some air.

PS: side note, but your Akira is one of my favorite opponents to fight in DOA5. Good mind games in every match. Same thing won't work twice, so I gotta change up. Keeps things interesting.

Wow! lol Yeah, I still can't believe I didn't realize it was you after all this time now! >_<

Anyways, that sounds awesome bro-glad things are going well!

Thanks for the compliment btw-still, I have a long way to go though! lol

Here's some more intro vids folks!:

Aoi-

Kage-

Jean-

Eileen-
 
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FakeSypha

Well-Known Member
I'm trying to apply DOA knowledge to this game, and it just doesn't work. For example, in DOA your fastest mid is the cornerstone of your offense. In VF, your mids seem quite slow and mix into more mids. Highs are fast and string well, and lows cause trips, FA or open people up. Thus, it seems like the low guard is much more useful than in DOA, whereas in DOA mids are by-and-large the most common attack type so blocking low leaves you vulnerable to them.

Also, throw breaks being respective to your character's placement and not the screen's placement is an absolute mindfuck for me. Will take adjusting.
I'm no expert at VF or anything close, but I played FS since release. I guess I have a basic understanding of how it works, or kinda.

As in any 3D FG, standing guard is what you'll be doing most the time. VF5FS isn't the exception. Most heavy launchers/starters are mid. If i'm not wrong, knees cause a 'shakeable' stun if they catch you guarding low... or was it when backdashing, can't remember right know. Anyway, I wouldn't advice guarding low like its a 2D fighting game. You'll get blown doing so.
About the general approach, I'd say you invest a little more time in the frame data since it's bit different than in DOA. You'll be doing jabs to get that +2 on block; use elbows (6P) to stop those 2Ps spammers; use sidesteps to evade those linear strings to get some launcher or side crumples or regular PK punish; use semi/full circular moves or throws to catch those sidestepping spammers, etc. Take your time to learn how to move properly too. Crouch dashing and step-dashing are important. Also guard breaks are always positive (lol, I can't believe I'm saying this), so if your character has any use them to open up people.
Lows are generally slow and unsafe on hit. Most circular sweeps are hella unsafe (like -18 or more). And there some there are some low launchers too. Although they aren't as common as in Tekken.
The rest is the same I'd say, you block an unsafe move > punish. Btw, punishes is this gamer are strike based mostly. Don't throw punish as if you were playing DOA, since the only guaranteed throws are when your opponent is BT.
I'm not following you your throw break talk. Pretty much all throw breaks are done by inputing the last direction of the throw executed plus P+G. Let's say Goh does on you his 41236P+G throw. You need to input 6P+G to break it. Since neutral and command throws looks the same you have to commit to the direction you're pressing. The good thing about throw breaks is you can hold the G button, and then react by pressing P + direction.

Hopefully, somebody from VFDC and more experienced will help you out with more detailed (and correct) stuff, Brute. Sorry for my shitty English u.u
 

Brute

Well-Known Member
Standard Donor
Not sure 6P should be used to beat out 2P, since 2P seems to be faster (not as much reach, though).

With throws I'm talking about side throws. So say you're left facing the screen, then your opponent throws at your right side, you're no longer facing left/right, you're facing front/back, and I guess the throw breaks you have to hit the direction that corresponds to the way you're facing rather than which way the camera is looking at the fight.

Your English is fine, no worries. Thanks for pointers, man. Appreciate it.
 

FakeSypha

Well-Known Member
Not sure 6P should be used to beat out 2P, since 2P seems to be faster (not as much reach, though).

With throws I'm talking about side throws. So say you're left facing the screen, then your opponent throws at your right side, you're no longer facing left/right, you're facing front/back, and I guess the throw breaks you have to hit the direction that corresponds to the way you're facing rather than which way the camera is looking at the fight.

Your English is fine, no worries. Thanks for pointers, man. Appreciate it.
I've been a little vague. You'll face a lot of people who spam 2P like there is no tomorrow. So, against this people when blocking a low jab use an elbow afterwards. 2P is a 12 frames ex low, meaning that you can block it with a standing guard. It's -4 or -5 on block. Standard elbows vary from char to char, but are usually around 14 frames. You figure the rest. That's what I meant basically. Sure, you could use any other mid that fits in those frames.

Oh, side throws, right. Well, yes, they're a pain in the ass until you figure them. While you're at it, take in mind you can even break ground throws like the ones Goh and Aoi have. Same rules apply (direction + P+G).

No problem Brute. There is a lot of info at VFDC if you want to know more.
 

Puño de Leyenda

Well-Known Member
Brute, and to anyone else just starting out in VF, this video series will help you out alot-It's a really well done how to play VF5FS as explained by LA_Akira-A great US VF player. The logic behind VF's "turn-based" gameplay is explained, which is something one coming from DOA will have to adapt to:

@0:44:50-You'll see a demonstration of what FakeSypha mentioned in his latest post in regard to the elbow defense against the dreaded 2Ps.

 

Brute

Well-Known Member
Standard Donor
It's trippy how excited they are by the training mode options, 'cause back when VF5 first came out I'm sure it was revolutionary.
I'm used to DOA5's where you've got EVERYTHING. :p

They've been quite helpful so far. Thanks again, man.
 

Puño de Leyenda

Well-Known Member
It's trippy how excited they are by the training mode options, 'cause back when VF5 first came out I'm sure it was revolutionary.
I'm used to DOA5's where you've got EVERYTHING. :p

They've been quite helpful so far. Thanks again, man.

No prob! It's my pleasure!

Here's some cool Kage stuff for you:

Japanese Kage Combo Vid(Note: Many combos and who they work on depend on the characters' weight classes and stance/foot positioning(Open/closed)...Not to mention, some combos may require frame delays to work on certain characters...So consult these with the in-depth Kage combo list on VFDC and utilize your own experimentation to see what works!):

General Lol Stuff with Kage:
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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