Quick Starter Tips

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The go-to information depot is going to be https://virtuafighter.com/ , the Tekken Zaibatsu of Virtua Fighter (F for Tekken Zaibatsu). While some of the written information is slightly out of date because of the recent balance pass, it's mostly still correct and generally won't steer you wrong, but you might have to put your critical thinking skills to use with some of the combo guides in particular since some moves have different properties or don't exist anymore. Otherwise, I'd say check out Rooflemonger , who is really focusing in on the VF at the moment due to having been here for a while. I'd single out these videos in particular: A lot of what I'm about to say comes from the game's tutorial modes and from videos like these, I've just quickly chopped stuff down into text format for if you don't have the time to watch a bunch of videos. Who should I start with? Despite how he looks, probably not Akira . It might be easier to learn bajiquan in real life than learning to play Akira, especially if you're not already familiar with VF. I'd also probably steer away from Vanessa and Aoi . Vanessa is essentially two characters in one, as her two stances have completely different moves, and Aoi is a character who benefits greatly from game knowledge, so she's unusually-handicapped by an inexperienced player. Pretty much anyone else is fine to pick up depending on what you're interested in: Grapplers : Wolf, Taka-Arashi, El Blaze, and Goh. Wolf and Taka-Arashi both have very traditional throw-strike games, while Goh has more utility and is sort of a middle ground between the two big boys, while El Blaze focuses on fast strikes and high mobility, along with a comprehensive grappling game. Pretty much everyone has a comprehensive suite of grapples in this game; the characters that are 'grapplers' are characters who are particularly focused on that aspect (for example, Wolf's normal throws are faster than normal). Strikers : Most of the cast fall into this category, with Jacky, Sarah, Jean, and Brad probably being the purest expressions of the concept. These characters have a suite of grapples, but those are complements to their extensive striking tools. Jacky is the purest 'striking strings' type character, while Sarah is focused on her Flamingo stance and Brad has a number of evasive sways; Jean has charge moves and strings that punish your opponent for blocking. Most of the cast is here, but the unmentioned others tend to spread out into hybridization, like Jeffrey being a hybrid grappler, the Chinese characters in general having strike->stance->strike gameplans, and so on. Gimmick : Eileen, Shun Di, Kagemaru. These characters have some kind of additional gimmick: Shun Di has an install that both unlocks new moves as he levels it up and then expends those levels to pay for some moves (or when hit by certain moves). Eileen has an extremely freeform playstyle that revolves around cancelling her strikes into one of her many movement stances, which themselves can chain into strikes that can cancel into stances. Kagemaru has a variety of strange movement tools and is extremely fast, but the focus is largely on his unusual tools rather than a pure speed character like Leon. You can always change the character you play later, but you should pick a character who appeals to you for some reason; you'll have an easier time learning with a character you like. Do the Tutorial Seriously do it. It's not quite as nice as some games today have (e.g. Street Fighter 6), but it will teach you some surprisingly advanced concepts, like fuzzy guarding (more on this below but this means something different in VF than it does in any other game). It will also explain some terminology to you, like 'circular', and teach you how throw-breaking works in this game (it's pretty different from other games). On that subject, you can also do 'command training'. This will run you through the character's movelist and some basic starter combos, and it will also ask you to successfully deflect a move with any sabaki in your character's arsenal, which will help you learn how those work. Notation Virtua Fighter uses numpad notation, so Punch, Kick, and Guard are given using their initials (P, K, and G), and directions are given using arabic numerals. As a rule inputs are given with the assumption you're facing right, so 6 is forward and 4 is back. 2 is down. If you're used to other games, the use of "while rising" might be confusing; VF doesn't use the same "while standing" state as a game like Tekken does. "While rising" means while rising in a jump (i.e. before reaching the peak of the jump), "while descending" means while falling in a jump. How Sidestep Works Unlike in e.g. Tekken 8 where you generally have to sidestep pre-emptively to avoid attacks, Virtua Fighter has a more rigid system where you essentially become invincible to non-circular attacks, provided your sidestep begins after the incoming attack is launched .You can tell when you sidestepped successfully because you'll hear a loud 'wind' sound. If you want to to step for position, do an Offensive Move (OM) instead. This is done by inputting sidestep~P+K+G. You'll move both sideways and forwards quickly, but this lacks SS invincibility and I believe you can't OM with a sidestep that dodged a move, but that might just be me being bad. When Knocked Down Tap G to stand up in place, or hold G and then press 2 after the animation starts to get up crouching. To roll, hold a direction and then tap G. To techroll, tap P+K+G (and optionally a direction) as you hit the ground. You can also tap kick to get up into an attack: K will give a mid attack, and 2K will give a low attack. These are actually pretty good, being safe in many circumstances and sometimes even allowing followups, but if you do them too much you'll become predictable. Magic Numbers You can check these in training mode. Most characters have a 12f jab and an 11f throw (Wolf's 6P+G and 4P+G are 10f). This is the impact frame, in Tekken terms, so a move that is -12 is jab punishable. -15 is launch punishable for some characters. One important split that may not seem obvious is that there is a world of difference between being -5 and -6. If you're -5, you can fuzzy guard (33~G) to avoid highs and throws but block mids; at -6, this will get you thrown, because crouch becomes immune to high strikes on frame 1 but only immune to high throws on frame 2. (There's a tutorial about this, so make sure you do the tutorial battery.) Nitaku "Nitaku" literally means "two choices", and is a Virtua Fighter-specific term that you might see used without qualification in guides. Basically, this describes a situation where you can put your opponent in a 50/50 (so a 50/50 that advantages you). Much of VF, at any level beyond the basic RPS the game itself teaches you, revolves around this concept, especially in pressure situations. Bound Rules VF recognises two kinds of combo extension, bound and heavy bound. Most characters only have one heavy bound move. There's no limit to the number of times you can trigger bound state during a combo, but there is a limit on how you cause those bounds: each specific move can only cause a bound once. In practice, this often means that you will get your launch, route into a bound, and then do an ender (at the wall, you can do much longer strings, so having your back to the wall is dangerous), similar to Tekken. For a lot of characters this means that you'll typically have pretty similar routes off any launcher, and juggles tend to be pretty fast. Struggle/Stagger Sometimes when you get hit, you'll see a wiggling joystick. This is the 'stagger' or 'struggle' mechanic, which nobody likes and we're all hoping will be removed for VF6. You can recover more quickly in this instance by mashing your stick and buttons. If you don't want to accidentally do some attack, start by holding G and then mash all

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GHub Platform · автор07.09.2026, 00:00:03

The go-to information depot is going to be https://virtuafighter.com/ , the Tekken Zaibatsu of Virtua Fighter (F for Tekken Zaibatsu). While some of the written information is slightly out of date because of the recent balance pass, it's mostly still correct and generally won't s…

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