Northwest VFers

Here’s the long-delayed recap of Portland VF last week (the week ending 5/19). This recap just covers my side of things, anyways.

Random Select
Went to the PSU Random Select club meeting and that was a great time. I reported on that earlier on 5/17, I think.

Friday Night Fights at the Art-House (because that’s where masterpieces are born)
I actually showed up early for once and things were pretty chill.

After most people had their meals we began with a guided tour through Evo 2006 (we watched the Evo2k6 DVDs). I actually requested to watch some of the Dead or Alive 4 tournament (to the dismay of some fellow fighting game aficianados). I enjoyed watching PerfectLegend and DoAMaster, but wasn’t too crazy about the gameplay of some others–but I don’t know much about DoA4. I have to admit, watching a jaguar or leopard interrupt the footsy game of two serious competitors did bring comic relief to the evening. But watching how players space and orient themselves on the traffic stage at least brings seriousness to the concept of dynamic environments.

We watched the Tekken 5 tournament (Steve seems to be a beast in T5, though I hear it’s not so bad in DR). Also watched just about everything else on Evo2k6 DVD (including Mario Kart DS for a brief bit–some of us had to explain to others what snaking is and what the players were doing). As usual at the Art-House, Capcom games prevail and bring up lots of heated discussion (and smack-talk). Last year’s Portland representatives got to relive what they saw and did at Evo2k6.

On the VF side of things, the following players made great appearances on the PS3: RaybladeX, Chanchai, Andrew, Thomas, ShinRyuJinX, and Hellsap.

Hellsap’s Lion is gaining momentum and playing quite well. He loves the PPd/u+P string, especially during combos which can lead to some beautiful combos when it works. His poking game is getting stronger and stronger and he does mix in throws for good measure. He can be a tough opponent and he mixes a lot of lows in without being too predictable (whereas I can be very predictable with low attacks).

If there was a critique I could give on Hellsap’s developing game, it’s that his balance between pokes and throws isn’t nearly 50/50–it’s actually very lopsided with the pokes and usually linear pokes. This isn’t a bad thing, but I see him struggling with opponents who like to dodge a lot (RaybladeX and myself are very guilty of this). Mixing in throws will help. Another option is to figure out which attacks of Lion’s are semicircular or full-circular and occasionally use those when the situation says it’s fairly safe to use them. But Hellsap’s game is fast developing and his Lion is fairly entertaining to watch. Keep it up!

I didn’t get to play ShinRyuJinX all that much, but I did enjoy watching his Pai give everyone else a hard time with her tricky setups and lack of predictability.

Thomas’ Aoi and Eileen are improving, though it’s not a drastic improvement yet. However, signs are very good because the improvements are more foundational as he gets to know the VF system much much better. Understanding the evade systems better as well as okizeme and getting a better feel for Aoi’s larger arsenal is a very good focus and while it might not lead to drastic results at first, it’s going to be huge in the longrun. You might take more losses for awhile but I think you’ll see the rewards soon enough.

Andrew was playing pretty well, but not being able to have much momentum (we were all playing 1 match rotations last week with one setup) can be rough on Andrew if there’s a long line. While 2 out of 3 matches means a long wait for anyone in line if we don’t have a second setup–I think Andrew is the type of player who plays much stronger in the 2 out of 3 because he really builds momentum and can sort of lock down on his opponent by the second match.

Back to Andrew’s game, it’s developing nicely as little by little he’s doing more guarantees. His poke/throw mixup is getting better. I think his Brad is using better sub-strings and his pressure game is tighter (taking better advantage of whatever little advantage he gets, but finding good moments to delay). The dividends on these along will pay off. He mostly maximizes damage, but once in awhile misses.

I think something Andrew can get better at is baiting whiffs and punishing them. Two parts. Andrew does bait botched attacks with Brad’s sway/ducking game–that is already improving. But I think Andrew could add spacing for baiting into his arsenal. He uses spacing to break some of the tension or to engage combat, but I think he could bait whiffed attacks from his opponents more often. The second part is punishing whiffs. I don’t know Brad too well, but he definitely has the tools to punish whiffed/missed attacks, and I think this is something Andrew could improve on. His Brad (and his Akira) would be a nightmare for me if he improves on this because he could easily bait me to whiff and I have whiffed often on my own against him.

I played well against everyone except RaybladeX on Friday. Actually, I played more or less as well as I could play that night (I had trouble focusing, but I was playing as best I could regardless), and Ray was mopping the floor with me. I’m still upset with myself for not maximizing guarantees or even going decent with them–I let go of a lot of guaranteed damage and it’s such a basic thing. If I ever end up auto-piloting, which I tend to do when I lose focus, I do too many risky attacks and often in various predictable patterns. Ray has also locked down on when I tend to evade, showing me how predictable I am when I use them (if I whiff an attack, 9 times out of 10 I will evade). All credit to RaybladeX for giving me the strongest beatdown I’ve had since going to SoCal. I really have to work on my focus, followup on guaranteed opportunities, and while I should never play on auto-pilot, I should at least be playing safe if I am. I also need to play a much tighter game, I’m losing out a lot against Ray in tight exchanges. He’ll make better use of frame advantages than I do and sometimes it’s 1-2 frames difference, but that’s all one needs to score a big advantage.

RaybladeX was the player of the night for VF5. That he gives everyone hell with a large variety of characters shows that his basics have become very strong. He dodges a lot, but last week it did not feel like it was too much at all–it felt pretty close to just right I thought (we’ll see in the future). His gameplay is much tighter, squeezing out tiny advantages for what they are worth. His defense is getting better and I think it shows his improved focus. Mad props to how he has played the last two weeks, I have a lot to work on and I can easily see it because of our matches.

If I had an idea of what to suggest for RayBladeX to improve… He could do more guaranteed attacks when he blocks certain things. To expand his knowledge of this, there are a couple routes to improve this:

-Go through the frame data. You’re looking for your character’s fastest attacks from standing and from crouching. After that, skim the framedata for other characters and look for any disadvantage on Guard that is -10 or worse (-11/-12 depending on which character you are playing).

-Watch Japanese match videos and look for how they react to blocking certain things. This isn’t as complete as going through framedata, but it’s easier to remember visually.

Another thing Rayblade could improve on is adding the option selects to his game. He might be doing some of it already, I know he has the dexterity to do a good amount. Going back to VF4:Evo’s Challenge Mode can help some of this (especially multiple throw escapes):

-Work on evade-double-throw-escape-guard.

-Start implementing box-step during the spacing games. Simple pattern: backdash --> evade --> crouch dash --> dash (either way) --> evade, etc…

-Successful evades won’t be cancelled by the crouch dash, but failed ones will.

-Plug in throw escapes instantly when you whiff attacks, but don’t have a throw whiff animation afterwards.

-Mix in d+G, n+G fuzzy guard after moves are blocked if your disadvantage is -5 - -2. You can do it at other times if you want as well I guess.

-Mix in the CD, n+G fuzzy guard after moves are blocked if your disadvantage is -6. You can also use the CD-fuzzy-guard method more if you want, but it’s tricky to time in general, when it’s not a -6 situation.

There’s more, but the above options will take awhile to incorporate into your game and they won’t have immediately strong results. At least most of them won’t. Like all things VF, there’s an answer to everything–so none of them are fullproof.

In any case, I had great times at the Art-House.

I look forward to writing the next report when I can talk about a practice session and better yet, a couple days of YOSUKE!

It’s gonna be a Memorial Weekend we won’t forget!!!

-Chanchai

Memorial Weekend Massacre Report

THE MEMORIAL WEEKEND MASSACRE (presented by Yosuke) IS OVER! And many Happy VFers in the Northwest is the result!

On behalf of the Portland VF5 scene, “Yosuke, we had an amazingly wonderful time hanging out and playing VF with you (and KOF '98, CvS2, and Third Strike)! We can’t wait until the next time we meet in Portland or Seattle!” We also hope your studies go well!

Also, don’t forget that you are an honorary Portland Player! (tee hee)

The Massacre began on Friday afternoon a bit after I arrived in Lynnwood, WA. Yosuke and I setup some VF in the recreation room at his dorms and I enjoyed getting destroyed in VF and learning a lot of lessons (but it takes like hundreds of matches to break some really bad fundamental problems in one’s game sometimes). After a good number of games, I created a new Lion character named Meatbag. Didn’t want to destroy any progress I had in Quest Mode with Chanchai…

Femto eventually joined us and he had great enthusiasm for VF and Zone of the Enders. Femto’s lack of human competition shows in his game, but when you consider that particular detail, it’s also impressive how far he’s gotten in VF on just fighting the CPU and his brother. I am really looking forward to seeing how his game shapes up. Especially when the Seattle scene grows and he’s playing with others and Yosuke. Femto might become the excluvie El Blaze player of the Northwest :slight_smile:

Late in the evening, Yosuke and I finally hit the road to go to Portland. Hours later, we arrived at “The Art-House” where quite a few of the Portland VFers had been waiting awhile. RaybladeX (Lei Fei + others), @js (Brad), Thomas (Aoi), Kabukimono (Shun), and Raishinken (Pai) were practicing when we arrived. ShinryujinX showed up a little later. The real massacre began as Portland saw hints of what real high-level VF play is (it took Yosuke like an hour and a half for Yosuke to really warmup, but he was still destroying everyone with like a 200-1 record). Acknowledging that Yosuke hasn’t played all that much VF5, that his game represents fundamental strength and natural ability–I think Portland got a good deal of perspective. We know that as scary as he was at the Massacre, when he comes back from two-months in Japan, he’s going to be even scarier.

Yosuke also played some hilarious CvS2 showing off that it really isn’t his game, but his energy and enthusiasm made some hilarious moments. While playing VF5, he watched some of the MvC2 action going on in the next station and it sounded like he was getting into the “drama” of the matches. He played some 3S with his jump away and setup c.MK-Super Chun Li against Portland’s top players and saw that they indeed play the game at a very good level, “They are too strong.”

The first night at the Art-House was pretty crowded. Even after I setup a second VF5 station, the lack of space sort of went against the idea and people were still pretty much playing on one setup. At the end of the night though, all of the Art-House critics of the night were very impressed (how could they not be?) and I think it made a memorable evening for us. Even the non-VFers seemed to be digging the beatdowns.

The second day began as a study session. Yosuke and @js were studying and doing homework. It’s Memorial Day Weekend and Yosuke has a Massacre to perform, but gotta get the school stuff out of the way. I studied some VF :slight_smile: Not enough, but I got some studying done :slight_smile:

On Saturday night, we went to Thai Orchid, Chipotle, Lloyd Center Tilt, and then to the Art-House. I’m really glad Yosuke and @js really enjoyed Thai Orchid :slight_smile: Things began very slow. It was Memorial Weekend Saturday, so some people were with family, some were camping, some were partying. Fighting Game Sessions were delayed a lot. In the first hour and a half, RaybladeX, @js, Yosuke, and I were playing some VF5 and watching the Black Book DVD (on another station). Yosuke took a nap and we knew some more players would eventually arrive, but very late.

At around 1:30am ShinryujinX, Thomas, Hellsap, and his friend Matt (who only plays Guilty Gear) arrived. We setup a second VF5 station as well. The action commenced, Yosuke woke up, and momentum would build for hours as Professor’s Yosuke’s “learn by getting destroyed in VF” lessons continued.

At around 2:45am or so, Yosuke played some KOF '98 on MAME with Hellsap. The matches were entertaining, but I can’t follow KOF worth a damn. But I really want to play it now. I did some combo practice (it’s so dumb that after all this time, I still do the weakest combos in the game when given the opportunity–but that’s been fixed 80% already by the time I write this), Rayblade took a break, and @js and Thomas were doing a lot of VF5 sparring.

At some time around 3:40am, Yosuke came back to VF. The MAME station turned into the Big Bang Beat station. And the massacre went on and on. It was great! Yosuke’s energy was super high at this point too and you could tell by seeing his crazy input control get sharper and sharper.

The Art-House closed a little after 5am, but Yosuke and @js wanted more. Back at Chanchai HQ, @js and I did more blunt-force-training with Yosuke. Mindful of the fact that I would be driving to Seattle later on on Sunday, and that I had not slept much in the days before, I had to go to bed at around 6:45am. It was tough, I really wanted to keep playing, but I certainly wouldn’t want to accidentally kill some great VFers if I fell asleep at the wheel (though the vehicle I drove was like a tank, so I’m clearly exhagerating). I woke up a little after noon. @js woke up around 1:30pm and Yosuke at 2:30pm. I found out soon afterwards that Yosuke and @js played until 11:00am! My word! Now I felt bad about waking them up…

More studying ensued, more food from Thai Orchid, and then Yosuke left us with a wonderful present… MORE BEATDOWNS FOR HOURS ON END FOR CHANCHAI AND @JS!!! But boy did we appreciate it. @js and I have our own individual laundry list of things to work on. If it wasn’t explained in english by Yosuke, it was illustrated by his gameplay.

Sunday night, it was time for Yosuke to go back so we went up to Seattle, had dinner at a 24-hour restaurant, my wallet was getting massacred by the Memorial Day Weekend Gas Prices, and we enjoyed a nice long drive with some “H-interesting” conversations.

This was a great Memorial Day Weekend! It reminded me a little bit of the old E3 Gatherings at Spotlite’s (AkiraLove) house, except instead of E3, we had studying :slight_smile: But I’d rather study VF anyways.

-Chanchai

So any help for me and my Piss Poor Pai?

Hey Raishinken,

I’ll PM you some good resources sometime within the next week. After your June 9th fight, I’d be happy to work on a variety of things such as improving your general VF flow, assessing situations on the spot, doing the essential Pai combos and setups, etc…

I would really like to help you and ShinRyuJinX improve your Pais :slight_smile:

-Chanchai

Once upon a time, a group of black girls asked me what the following words meant, I guess these words came from a rap song, or something:

“joue la pula joue la pula parley joe la pula pi joue la pula piki pi pi piki piki pi pi pi”

Although I’m part Chinese, I had no clue* what they were talking about =)

RBX PTS

*lyrics taken from Jin’s “Learn Chinese”.

“Speak American” lol

NORTHWEST VF REPORT (Posted 6/03/07)

It’s June now and Summer is established! The weather’s been nice in the Northwest and the VF is lookin’ good!

Here’s your Portland VF Report (from Chanchai’s perspective anyways), covering the Art-House Gatherings this past-weekend.

VF might be coming to Preppy’s Poker Nights soon
Unfortunately, there wasn’t a way to get Yosuke to Preppy’s ever-popular Poker Nights in Kirkland, WA. What is good to note is that a lot of people want Yosuke there, including Yosuke :slight_smile: Things will work out in the future and I am glad to see that the Seattle players are getting more and more interested in VF (not to say they weren’t before, but I think we’re hitting the tipping point for Seattle VF).

I was happy to see that Preppy even made a nice offer to anyone who could help Yosuke with transportation (he would cover that person’s buy in or tournament fee, their choice).

Enter Redmond VF!
TheKinzel has made his presence known on VFDC and is working on developing a VF scene in Redmond. I am very happy to see this and it should make the competitive dynamics of the developing VF scene in the Northwest all the more interesting and exciting.

Parties, Parties, Parties
At Preppy’s you have poker, MvC2, and what I’ve heard is a cool and competitive bunch. In Redmond, it sounds like you’re gonna get some darn good wings (I LOVE wings) and more great people to chill with–and I can’t wait to meet them too. In Lynnwood, you’ll get an amazing player and a fun and crazy Japanese guy named Yosuke. In Portland, you have the Art-House which is jam-packed with competitive games, booze, more of that Northwest Chill Factor, and even mini-tournaments now and then (happening on the day of tournaments).

Conclusion: A Strong Summer Kickoff!
We’re not at the tipping point yet, but I think the train tracks are rumbling hard–Northwest VF is coming alive and I think there’s a lot of great stuff coming this summer.

I want to do the best I can (without sacrificing my job performance at work) to help nurture a strong and competitive Northwest VF scene. I also want to do the best I can to bring Portland’s level up. I tend to give advice and they can take and leave it, but I’m trying to help :slight_smile:

As a friend of Yosuke’s, I also think that as much as he can help a local VF scene, the scene can also help him by giving him more social opportunities, people to speak english with, and that he can have more great times in the US.

Though Yosuke will be gone during the summer, Northwest VF is gonna be great. It’ll prepare for an amazing path to building up for Evolution 2008 even! I’ll try to come up to Seattle and Redmond in the coming months.

Also, hoping for that Vancouver scene to emerge stronger than ever too. They do have a VF legacy as well and it’s a great environment.

VIVA LA NORTHWEST VF!!!

-Chanchai

P.S. An Art-House report will be coming sometime in the next day or two (that’s the intention anyways). It’ll cover the VF that was played on Friday and Saturday night. It should include very early basics on very basic Moral-style play (something we all could improve on), probably a thing or two on Lau, areas that RaybladeX could improve on (some of which he’s already addressed, but it’s worth everyone’s while to know the common problems that Ray and I encounter), I will probably even dabble into a critique of my own awful habits and game. It’ll be a constructive post.

So this TheKinzel character…where in Redmond is this guy located? Mandel and i both reside in Redmond and yeah, any extra VF would be pretty nice.

VF4 Evo’s training mode helps a lot to understand stuff but it’s tough to use in game I think. Plus I would really need someone to like teach me, cause Robert/Zigmover is the shittiest teacher ever. No lie.

You can reach TheKinzel through virtuafighter.com at the Northwest VFers thread that I setup there. Here’s the link.

I haven’t met him yet, but he seems quite motivated and really yearning for more VF players. We’ll make it happen.

Chanchai’s Attempt At Explaining VF Basics - Article #1

Learning VF can be tricky because it has a somewhat strict flow, it’s certainly a very different flow from Tekken and Capcom fighters (on a basic level anyways). I haven’t played with everyone yet, so I don’t think I can give the best particular advice. But for now, I’ll try to illustrate a flowchart that might give some idea of very basic VF gameplay. VF is a game where you should stick to basics for a good while before moving on, but knowing that options really branch out eventually is encouraging and worthwhile.

Start thinking about VF as a one-move-at-a-time game. For a brief moment, forget that strings exist beyond the two-attack strings. Master the single attacks and the two-hit strings, then later worry about the 3 or 4 hit strings. I stress how important this is because strings are likely to get you killed if you abuse them and people of all sorts learning VF do it all the time (heck, I even whore some strings out when I shouldn’t).

When the game feels clunky and slow, it’s partially because VF punishes you for using strings recklessly. You’re not going to get that nice Tekken/SF flow of locking your opponent down with a sequence of attacks as they block it for awhile and wait their turn. Chances are in VF, if your opponent blocks your attack, your turn is over and you better defend right away (exceptions exist, especially with Lei Fei). I will say that VF is not just a poke-fest though, at some point you’ll learn how to properly be aggressive when you’re at a disadvantage, but long before that you must master being defensive.

WHY AM I TALKING ABOUT REALLY EASY BASICS? Because no matter how many times I’ve played this game with people, almost everyone screws the basics up when learning VF–even when they think they know it all. I’m fine with people knowing it, but if their game shows they don’t understand it, that’s different. And to be honest, these basics are the biggest difference I’ve seen between beginners and decent VF players. In fact, they make up almost 90% of the difference.

Here’s a basic idea of flow as illustrated by what basic things you can do around low punch:

LOW PUNCH
Low Punch’s only real function is to disrupt flow, by interrupting the opponent. Generally interrupting them if they are doing a high attack or a big attack under normal sitautions (they don’t have an overwhelming advantage over you). If the opponent is on the defensive, you generally should not low punch because it can be blocked both high and low and it can be dodged.

Low punch whoring works at a beginner level, but it gets destroyed so easily when the opponent knows what to do. But here’s a basic guideline:

IF YOU HIT WITH A LOW PUNCH (+4 advantage) - attack or throw right away. Factor in the range (because it’s a low punch, you’re generally close up, but if you’re Lion, there’s a chance you hit them and are just outside of throwing range, which would force you to dash into a throw if you want to throw).

The avantage on low punch is big enough that you should at least do an elbow class attack after a successful low punch (generally, if you have a mid attack that has 14 frames of execution, no general attack will stop it unless it has anti-elbow or similar properties). However, your elbow should be done right away and there is a minor complication when you fight against Pai, Eileen, or Sarah. In theory, their high punch attack should hit at the same time as your elbow attack. The elbow would win out as long as it’s 14 frames of execution because it does greater damage. If you are getting interrupted with high punch attacks from them, then consider using a single high punch instead of the elbow–in my next article, I’ll talk about why single punch is so great. Just keep in mind that any low attack they do would beat out the high punch.

Beginners tend to do low punch again after hitting with the first low punch, but this really does almost nothing for you in VF5. In VF4 and VF4 Evolution, doing this did have a point though (it would actually beat out elbows back then–but no longer the case in VF5). My advice is to elbow your opponents if they are going to keep attacking or they block low. If they block high or dodge whenever you hit them with a low punch, throw them.

***When I say elbow, I generally mean some mid attack (typically f+P) that has about 14 frames of execution. Almost every character has f+P for this, but some don’t (Shun).

WATCH WHAT YOUR OPPONENT DOES USUALLY AFTER YOU HIT THEM WITH A LOW PUNCH. At the beginner level, default to doing an elbow, but the moment they prove to you that they know how to block, throw them.

Alternative options after you hit with a low punch include using a low attack such as a sweep, or baiting your opponent. Low attacks shouldn’t be whored out in VF5, but they can work as a decent poke. The problem is that a lot of them give you almost nothing and will screw you over if they are blocked (your opponent has a big advantage and will at least stagger you). This amounts to very tiny reward for fairly high risk–not a good tradeoff. If you’re going to commit to a low attack, I recommend sweeps. You are at high risk if they block, but a sweep will punish dodging and high blocking. If your opponent is the type to attack right away even at a disadvantage though, you’ll probably eat a low punch or an elbow. My rule of thumb on using sweeps is, it’s a decent option if they don’t block low, but once they’ve blocked it a couple times (and punished you), don’t do it. You can also bait your opponent by backdashing after hitting with the low punch. This is a waste of advantage, but if your opponent doesn’t have the good sense to defend properly, you can punish them by doing this and then hitting them with something big.

IF YOUR LOW PUNCH IS BLOCKED (-5 disadvantage) - Your opponent should be able to hit you with an elbow if you try to attack. Even if you try to high punch after having a low punch blocked, an elbow should beat your attack. General advice is that you use one of the following defensive options:

-Block High: If your opponent is going to do a mid attack (or a low punch for some silly reason).

-Block Low: If your opponent is going to throw or do a low attack.

***For beginners, you should stick to blocking. The other stuff comes later, but blocking is generally your most solid defense and it gives the biggest rewards (outside of the opponent whiffing). People who don’t play 3d fighters much (or 3s for that matter) tend to block low too much though. In any case, I highly recommend you force yourself to block in situations like this, despite all the other wonderful options out there. Blocking is a core basic. If your opponent doesn’t respond right away though, if they fail to attack with the advantage they gained from blocking your low punch, then go ahead and attack if you want because they’ve created a neutral situation all over again.

-Evade (tap up or down): Dodging is fun but you should never abuse it. Don’t do this if you haven’t gotten used to blocking. Most of the time, you’ll get a better advantage from blocking most attacks than from dodging them. If you do dodge, you should keep your followup attacks simple. Just remember that stronger opponents will probably mix up half-circular attacks (and sometimes full circular attacks) to punish you for doing this. And dodging gets destroyed by throws too.

Anyways, what I’ve illustrated here is how to play VF with low punch, elbow, and throw. It’s not fancy (though you can actually play the game this way at a fast speed with lots of movement), but I think it represents a basic starting point to how the game flows.

I would say that it’s possible for a decently strong VF player to beat a beginner out with just low punch, elbows, throws, and blocking. Though I think that player would rather use high punch in some situations than low punch–but I’ll talk about that next time.

Low Punch Hits (always watch how your opponent responds)
–> Opponent Attacks --> Use an Elbow (or faster attack) or Backdash and Strike
–> Opponent Blocks High --> Throw or Low Attack
–> Opponent Blocks Low --> Elbow or some mid attack
–> Opponent Dodges --> Throw

Low Punch is Blocked (always watch how your opponent responds)
–> Opponent Attacks Mid --> Block High
–> Opponent Throws --> Block Low
–> Opponent Attacks High or Low --> Block Low
–> Opponent Always Does Linear Attacks and Rarely Throws --> Dodge
–> Opponent Does Nothing --> Poke, Throw, or Move Around

*if you whiff, make sure to learn your ranges.

And if you block a Low Punch (you can block it high or low), elbow is one of your really good options because it’ll beat out any straightforward attack (the exception being certain moves designed to eat elbows). If your opponent blocks your elbow, you are not screwed (you just have to defend decently), if they dodge it, you’re not screwed either (again, just gotta defend decently).

AND FINALLY, when I say defend, I do not mean just blocking high. Or for 2d fighting game players, I don’t mean just blocking low. Defend implies any option you choose that has the intention of dealing with your opponent’s incoming attack. It’s more of a reasoning than anything else. It definitely implies the basic defensive options (high block, low block, evade), and the advanced defensive options (throw escape, reversal–which I don’t recommend, option select).

Defense, however, also includes the unique counter-offensive options (sabaki attacks and moves with evading properties) and attacks that have real purpose in disrupting your opponent’s likely next attack.

BUT!!! All VF players must be good at the basic defensive options before anything else. It is pointless to use attack on defense if your game doesn’t even understand how to use defense on defense. It is very sloppy if you try to do advanced options like multiple throw escapes if you can’t even do a single throw escape (and throw escapes shouldn’t be treated the way blocking is treated either).

MORE TO COME!!!
There’s a lot more to come. This article will not make you a master of the basics by any stretch. However, I think low punch, elbow, and throw are very good ways of introducing how VF flows. The importance of high block and low block cannot be stressed enough.

What is missing here is the consideration of range and spacing, because the above only works when two players are up-close and personal. However, mastering combat up-close is vital to VF. Even when you factor spacing, blocking is so important–so don’t think that the discussion on spacing negates blocking.

As a side note, when people watch good VF players play they tend to focus on the attack and how someone might have set the other person up for an attack. People even comment on how VF, in the right hands, has fast-paced action but it’s slow paced when they play it. A kid came up to me one day while I was playing somewhere and asked me how the heck I could play the game so fast. Something overlooked that really stands out and contributes to how fast VF plays at a higher level is the blocking. The flow of VF has the initiative traded many times over, all of the time, and you see it occurring in the blocking and dodging.

The game’s pace ramps up noticeably when both players can exchange blows up-close, going with the flow because they know when they should attack and when they should defend. So don’t forget to defend when it’s your turn to defend!

Up First: Mini-article on the elbow, possibly dabble in the non-traditional “elbows” too (ex. Goh)
Up Next (Maybe): Attack Range, Easy Hit-Checking, Whiff Punishing, and High Punch Nitaku
Up After That (Hopefully): Setting Up Combos, Very Basic Option Select, When 1TE > 2TE

-Chanchai

Damn… you really put some effort into this, Chanchai! Thanks for the effort; I’ll definitely give VF a serious try soon.

Played a couple matches yesterday with Julien and Pablo. It was pretty awkard.

My inablitiy to “teach”+My inability at explaining anything comprehensible in English+plus the overall not-sure-what to do “newbness”=fail

Hey Femto,

I can relate to the position. It’s a tough one and with VF, you feel like there’s a mountain of information, just for the basics. And VF is one of those games that just doesn’t look all that great in the hands of a beginner. But in time, as the players get better, the matches look better and better. It’s funny how “quality” can shine clearly in VF play.

All I can say is just try to enjoy the matches and encourage the players of similar skill to play each other. If they are relatively new to the game, let them pickup a thing or two or an idea on how the game’s played in their own way.

That said, what kind of matches did you guys have? Characters? Common moves or strings you saw from each player?

-Chanchai

Also didn’t help that Pablo picked Vanessa on the 2p side and I forgot my lil’ bro(I thought it was my roomate for some reason, but he doesn’t play fighters) had her ringname as “DatNiGGa”. That was pretty awkard. I’m all for racist jokes, but not when it’s only my 2nd time gaming with peeps. Had to change some shit for Kage as well…

Me: Jacky, Pai, Sarah(these three seemed to get the most “Oh damn” type responses), Aoi(my best character in EVO), Akira, Goh.

Pablo: Vanessa, Jacky

Julien: Akira

Julien bought 4 “to fuck around with” but it was 4 not 4:EVO. I didn’t even know the other one was still around, lol.

The matches were mostly me telling them some basic’s. P+K=strong punches. K+G=strong kicks. Explained the Throw breaks and how to recover from being knocked down/getting up. PPPPK combos and what not. Shun’s drinks and other random assortedness. When it to a garbled “explanation” of ETE &ETEG and boxstepping. Probably didn’t need to bring that up. Showed them the replay function but without them knowing what the game was about despite the high-level Japanese comp.

It was a mess. But we were mostly there for Capcom games. So VF was more of a side thing.

Thinking about having some EVO shindings at my small ass place but gotta run that by the roomie.

People going to Preppy’s are going to be playing VF and mostly likely getting owned up by Yosuke so maybe I can talk to them about that. If they don’t mind playing an outdated game.

Despite the subtle differences and all, VF4:Evo is still the best training you can get outside of VF5 :slight_smile:

VF4 is very good too.

I wish I could go up this weekend to Preppy’s, but I am conducting a Bachelor Party on Saturday and I’ll need all the sleep I can get. Well, I’m working on Friday too lol.

I hope you guys keep on playing VF, things do eventually click :slight_smile: And again, I definitely plan on making a few Washington trips this summer. Problem is, I don’t know how viable weekends will be, but they might be open for a few months.

-Chanchai

PORTLAND VF REPORT (Posted 6/12/07)

With final exams and projects happening all over the place, the fighting game activity the past couple of weeks has been a bit lower than other weeks, but competition is still always strong.

Here’s your Portland VF Report, covering the last couple weeks, posted on 6/12/07.

Last week, my VF was mostly happening at the Art-House on Friday night. After Yosuke’s visit a few weeks ago, a lot of people have been focusing on finishing their academic terms and some of us have been training our VF.

This report is going to be different this week, though. I am going to focus on critiquing (not criticizing) the VF play of 3 players. Each critique will be its own post, and they are here for everyone’s reading pleasure. Again, I don’t claim to be an expert of VF, just a fellow student and fan–but here’s my take on these three great guys :slight_smile:

First up is Rayblade X. The Ray critique is based on the last few weeks, especially the last two, but some of these factors have been around for awhile.

NOTE
I have temporarily taken down my critique of Rayblade’s VF5 game. I will put it back up after Evo World. While he has improved quite a bit since this post, it can still act as a sort of scouting report.

UP NEXT: RAISHINKEN

I was thinking I should’ve played Aoi when I played with you guys, despite the differences. Goling in on 30 matches all virgin style against you and Yosuke didn’t help much either

Contrary to like, everything, 4 felt felt different alot differnt 5. That’s probably due to actually having comp and not playing AI, tho’ who knows. I’m gonna use her this weekend and see how it goes.

PORTLAND VF REPORT (Posted 6/12/07) - Part II

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RAISHINKEN
=========

Your game does show some strong essential fundamentals. Part of what will raise your game a lot are the VF5 specific things, but there are some basic challenges you are facing–fortunately they’re all easy to fix. Your game has a lot of promise already and I hope I can help you fine-tune it.

Beating Evades

  • Watch for the situations when your opponent evades (don’t focus on just the dodge, focus on when the dodge is happening). For example, it’s likely for Ray or myself to dodge after our low punch is blocked, after you do a low punch in general (especially if your low punch hits), after we whiff attacks, etc… But confirm it with your own eyes in the first one or two rounds.

  • When you have a good idea of when they will dodge, then you can punish properly with throws (generally the best way to deal with it). However, sweep is a nice catch-all because it punishes everything they do outside of poke-interrupt you or low block you. They can also hop over of course. Problem with sweep is that if they do block it, you will lose decent life against most characters.

  • Here’s another example of looking for when dodging happens. One of my worst habits (among many) is that I will 80-90% of the time dodge if I whiff a decent enough attack. In fact, the most telling situation is if I whiff a sidekick. It’s a habit, but I admit I haven’t been punished enough for it (except by Yosuke). If you see me whiff an attack like a sidekick or a lunging attack of sorts, you can look to see if I’ll dodge. In this situation, you can easily run up and throw me or do a full circular attack.

  • Here are some ways to beat dodge:

  1. Throw (very easy, but you might have to dash in if you’re not close enough)
  2. Full-Circular Attacks - the dodge gets screwed.
  3. Half-Circular Attacks - Only if I dodge the wrong way.
  4. Delayed Attacks - You delay so I get the lousy dodge, and you hit me when I’m in that lousy dodge. The timing for this is slightly tricky, which is why I haven’t emphasized it in Portland yet (as well as the fact that it’s wasting your advantage, and I don’t want to put that in Portland’s game yet until they know how to take full advantage of advantage).
  • Ultimately, using KK to beat evades isn’t good enough. Sure, you’re hitting the second K because it tracks, but you’re only chipping their life away. Furthermore, if your opponent blocks KK, they have a guaranteed punch on you, which will often lead to PK situations. And some characters have a guessing game after PK which can carry their offense further.

  • I doubt you are hit-checking KK. If you are though, credit to you, since standing K is a good launcher if you don’t do the followup K.

  • For now KK, is okay because you’re not completely sure yet when you’ll get dodged. But get better at knowing when a dodge is happening so you can be more precise and damaging when you punish it :slight_smile:

Staring Contests

  • Your attack and defense flow is generally good. You’re the type of player who does watch your opponent and you do well with that. That is, you’ll get into a staring contest if they aren’t on the attack and you’ve done well for yourself in those staring contests. I think the way to improve this aspect of your game is to figure out all of your strong (damaging) options for these games. For example, Pai’s db+P is a great way to combo in this situation if your opponent commits to a standing single move and you time it right, causing them to whiff and then eating a combo. Building up an anti-sidekick will help this part of your game too. I’m not talking about the reversal necessarily, there are probably higher damage options. And eventually, I will show you some good times to mix in Offensive Move attacks. That will allow you to control spacing better and in a way, though it’s a strike, it might suddenly feel like a grappling game when you get the Offensive Move utilized in your game because of that quick “avoid an attack, rush in and take the advantage” feel of the Offensive Move.

  • I love the staring contest aspect of your game because I interpret it as you playing VF like a real fight. That’s also why I want to eventually teach you how to use Offensive Move, because there’s something about that technique that adds to the real fight feeling.

  • Of course, I’m not saying this responsive play is the only way you should play though. Once you get the initiative, you run with it. But I see that you are doing this already and the staring contest is more of a neutral-game thing.

Strings…

  • Don’t be a victim of your own strings. If your strings end in high attacks, that alone should be a big warning to you to not use that string too much. You and Ray both use the db+KK string too much with Pai.

  • You also do the full uf+KK too much. Tightening up your game implies just using the uf+K (in fact, input uf+K+G instead of uf+K, because there’s a theory that this will be a frame faster) and then flowing the rest of your combat from a successful uf+K.

  • To put it another way, the second K of uf+KK is a gamble that’s high risk (if it’s blocked, you’re screwed) and low reward (it does almost no damage in itself). If they block the single uf+K+G, there’s actually almost no risk–and you have so many options still after the single uf+K+G, even if it’s blocked.

Evading

  • Develop the ability to evade. Evading is overrated, I will admit that. But the sooner you understand it, the better you are at dealing with it. You’ll know when to look for it. It’s an awesome thing on big attacks (which usually only let you dodge to one side, the front or the back). Against weak attacks, dodging doesn’t give enough of a reward. Eventually, dodging becomes a gateway to stronger defensive techniques, but don’t worry about those now. I’ll give you some basic examples of where dodging is a viable option (the bottom line is that it’s always when you’re at a disadvantage, you shouldn’t dodge if you’re at an advantage):
  1. When a decent attack of yours is blocked and you know the opponent will attack right away–especially if you know it will be a linear attack.

  2. When you whiff an attack and you know your opponent will attack you with a linear attack.

  3. If you’re getting out of a stagger or some sort of hit-stun.

  4. If you whiff a reversal or a throw.

  • The above situations do not imply great situations to dodge or that you should always dodge when these situations happen. They just imply viable moments to dodge. A more technical way to put it is that they are viable moments to buffer in a dodge–because by the time you recover, your opponent will likely be in the middle of their attack, and thus you’ll get the nice dodge.

  • This gives you an idea of when your opponent might dodge, which will help your anti-dodging game. Aka, this can help you get a great idea of when to do a full circular attack, to do a throw, to watch which direction your opponent likes to dodge (Ray likes to dodge down, which we’ll fix eventually, in my case look to see if I’m mostly dodging to your front or to your backside).

UP NEXT: MACKINZIE

PORTLAND VF REPORT (Posted 6/12/07) - Part III

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Mackinzie
========

I’ll just list a bunch of bullet points for Mackinzie. Game’s developing nicely and these are only little comments because I want him to find more of his own groove while he’s developing his VF game.

  • You’re getting more and more comfortable with Lau. It’s starting to pay off and you’re getting a feeling for what attacks work where.

  • The potential problem is that you might end up using the same attack at the same range. This is normal at first, but I’ll work on giving you a list of like two-three attacks you can do at each range so you can keep your opponent honest. Of course, if you ever find time to practice and can get a feel for these moves, all the better :slight_smile: I will say that the range you are doing sidekick, here are three easy options there (but not the only options):

  • sidekick (df+K) - pokes them out of attacks, staggers them on low block. If it hits, Lau’s P followup is guaranteed to hit, but not the third one. Its biggest weakness is that it can be dodged and that it doesn’t give you much or any advantage, but it’s a great poke nonetheless.
  • d+K+G - With Lau, this isn’t a normal sweep but a half-circular ranged low attack. It’ll knock the opponent down on hit too and you can usually dash in and do df+K against a lot of people (not everyone). It can be dodged to one side and it sucks to get blocked, but it’s a decent range poke.
  • Dash in Throw - Always an option to consider once in awhile. I would throw this in less often, but it’s worthwhile. When you dash in, mix it up with dash in elbow too.
  • df+P+K is actually a really hard move to use. I want to encourage you to use it though, but here’s the big tip on it. You really should only use that move if your opponent whiffs their attack and they are right in front of you (like right next to you). This move is really hard to use because it has very tiny range. The move is designed as a punisher, but you can mix it in as a risky high-risk-high-reward move too. Don’t forget that you can try to set your opponent up to whiff!

  • Closing the gap. This is a hard one to learn, you’re starting to learn it naturally. But getting a feel for when you can use forward dash or crouch dash (df, df) would be good. If the gap is created from an attack (like sidekick or elbow-palm), you should press on a bit at times–sometimes dash in and low punch or elbow again or something. But don’t do it all the time, pick your moments, but you should be able to do this most of the time against simiarly skilled opponents.

  • For now, I recommend you learn by being very aggressive, but do block for a moment when your attacks or defense fails.

  • Use the elbow more. You’re getting comfortable with high punch and low punch. But elbows are a really good place to start your attacks and are fairly optimal.

  • Don’t use too many strings. This is going to be tough with Lau to some extent, but if strings are used, they should be used with A LOT OF PURPOSE. I saw you use db+KK a lot with Lau, which can also get you killed for much the same reasons as Pai’s db+KK (as I explained in both the Rayblade X and Raishinken critiques). Even simple two-hit strings like the elbow-palm should only be used with purpose. In the case of elbow-palm (f+P, P), only use the palm part if you know the elbow will hit. You know when the elbow will hit if you blocked a low attack, you dodge a big attack, or if the opponent’s whiffed something. Eventually, when you are guessing really well that the opponent will block low, then it becomes good then. But don’t throw that palm out too much, opponents will be trained to duck under it and punish you accordingly. There’s so much that can be accomplished with a normal elbow that you don’t have to always use the palm followup :slight_smile:

  • With Lau, use G-cancel sometimes to make sure you don’t use strings. If you’re using elbow as just a poke and you don’t intend to use the palm followup, input it as f+P, G. This will make sure that you can do a starnding punch or any punch attack after the elbow and you won’t get the palm. Same thing with df+K, P. Input that as df+K, P, G. Or if you just want the sidekick, df+K, G.

  • When you can, experiment with more of the movelist and have fun with all of it. I’ll try not to critique it too much unless I see a bad trend. But for the most part, a big part of the journey is learning where a lot of your movelist can be put to use. And in VF, there are a lot of good places for most attacks. I talk a lot about low punch, elbows, high punch, sidekicks, and throws–but that’s not nearly all there is to VF. They just happen to be a very nice foundation to get you flowing before you realize how good all the other moves are :slight_smile:

i still cannot find vf4: evo…anywhere.

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