what you need to do is when you get back to the online menu screen, press Down Down, press confirm then press Right Right then confirm
from another noob (but also a pigheaded guy that just keeps playin no matter how much hes getting creamed) this game rewards you slowly, 4 of my friends bought this game with me and we have trained non-stop and I JUST NOW was able to get back to 0 with my w/l
The first thing I tell people when they are getting burned out is to try another character, don’t change your main or anything, just try some new blood to get the love back and get into training, plus you now will know how to fight against that character a little better, just some food for thought.
On the subject of being better, actually finding someone to play against you and the two of you communicating is a extremely good thing and I trained with like 3 hours of casuals with friends, and seriously it was like taking off Goku’s weighted clothes and going super sayian after working at it so hard. Do that for a while to see what works of yours and what does and then train to counteract it. For example my Lion was WAAAAAAY to reliant on lows and getting and keeping someone on the ground so I started looking at what are good high-priority mid and high attacks and now I have a solid game all around (not great, solid). Once you’ve won a few with those normals and some solid gameplans, start learning some combos and have around 3 gameplans that you can switch to on the fly because if your like me and go in like “IMMA KICK DEM IN THE SHINS” and expect to win a best of 5 game, Your gonna have a bad time make sure your versatile
so in short work on finding some people to train with, figure out your weaknesses, and train to become more versitile to counteract those weaknesses. I know that sounds generic but its the best I can tell ya
if your on XBL add me: DescendantDroog
There’s also Jacky’s I think Side Side Shuffle (“Come on!”), that’s 4P+K+G in the middle of certain combos.
Pai and El Blaze’s back handspring 7K+G.
Of course, if you’re Shun you can just chug down drinks over and over but that’s sort of a strategy at the end of a round.
As Brad, if you ended in a combo that can lead into a dive or bounce, then you can keep bobbing and weaving.
Sarah’s got her step from Flamingo.
Once I got beat by an Aoi, and she did her P+K+G 4 (reversal stance, then turn backwards), then proceeded to walk away to the opposite end of the ring away from my bodied corpse, lol
A lot of my success with Jean has been from the mid range (66P, 3KK, 33PK) and the ability to turn simple reads into respectable damage. Most people i play against i tend to do better at the mid range, using the above mentioned pokes to thwart predictable approaches and to find openings to play my own game (usually starting with 66P). Jean has a 19f NH launch (3P+K) which is pretty safe at -8 and 17f NH launch (6K) which is more unsafe at -15. 3P+K i find useful to compliment the mid game more, where you can take moments where the opponent is blocking at mid range and throw out the 3P+K because after blocking for a second or two, they want to make a move and 3P+K is key to punishing that apprehensiveness i find. 6K is better for the close range game where frames matter more. Blocking that 2P and responding with 6K can work if your opponent tends to keep attacking at disadvantage. At best you you will just get 2P’d again before your 6K hits, but sometimes it’s just worth going for it because of the reward you get. Especially if they cant recognise and punish -15 heavily; it’s basically free at that point.
Another good move at close range is 4K (15f). Use 4K and start holding P. You can hit confirm the K and release P for a combo or if its blocked and you think they will continue blocking, you can hold P for max and get frame advantage or do the hold P then K followup that hits low. The P in 4KP hits high so it’s not completely all rounded, but it’s a good tool none the less and has good startup. Also, never forgot about your 6P. 14f mid, -4 on block and 0 on hit with another PK followup after. Good for stuffing out pesky 2P’s.
I also tend to take as much damage as i can. For example, after 66P, 2KK, if they choose to not tech then you can get a 33PK and if they don’t choose to tech after that then you can do another 33PK for around 85 damage. If they tech and you have commited to 33PK, they will still be forced to block the ending K and that is safe, though you do lose your disadvantage at that point. Once you know they start teching though, then you go in dash in at start pressure on wakeup, since it’s much easier to keep pressure if they keep tech rolling.
What i lose too personally is when players know how to use evades and string delays to steal back their advantage. I tend to respond a lot with linear moves thinking im going to press my own advantage, but then these moves get evaded and i end up getting confused myself to where im not thinking of my own actions, let alone my opponents. I think in these situations, i would need to purposely read evade attempts and specifically punish them (while risk going for slower, circular moves) and respond with strings like the 6PPK since they tend to track quite well and will retrack if they press a button. It’s an aspect that only the decent players use against me i find, so i’m having trouble when coming up against it and i need to incorporate the same strategy into my own style also.
Listen, I know it is tough because there are some guys out there that make you feel really stupid. When I first started out on VF4 I ran into a Kage player and it felt like he was running and jumping circles around me. I felt helpless and it felt like everytime I moved, I was getting hit.
What i think you have to do is
- go into the other opponents movelists and find out what they’re negative with and practice against their strings and attacks.
- Practice against other characters at the highest computer level. This isn’t to make your offense better. It’s so you can recognize moves and counter/punish them reactively.
- Don’t be frustrated about Shun Di’s bullshit. I know it seems like him drinking is a taunt. That’s what Shun Di players want you to think. Many of his moves once he gets a lot of drinks are grab punishable and usually when the drinks go up, the lows start coming out and lows get tacked onto some of his strings. Try to make him do one of quick long range moves and grab his ass right after. Also, Shun Di doesn’t really have much in terms of defense when you get in his face without 6+ drinks.
This has been THE INVINCIBLE SWORDSMAN saying:
Shun Di frustrates the crap outta me too. The thing I do that works the best (Sarah player here) when fighting him is putting pressure in his face. It seems to me like every Shun Di I’ve played, wants room to operate and get their drinks off and get you off balance.
Complete noob here. I had a question with the tutorial, specifically evasion #2. I can’t evade consistantly, and get thrown every time the cpu follows up with a throw. Any tips on what I’m doing wrong would be appreciated.
Most def. Just give me a heads up so I can try to free myself up this weekend. But I’ve been on this crack like everyday and having player matches and rooms with old Tek and SC heads and some mad solid VF players I’ve came across(thought they were all on 360). I still want to get it in with the legit competitive players but haven’t kept up with the scene or actually know who they are to be honest.
I’m actually super chilled now until September because this port of FS turned out to be so fucking legit. Kind of want to hit up at least one VF tourney before this TTT2 touches down. But damn if I won’t try to juggle both if I can.
Im also down for PSN practice sessions if you wanna have me. I was practicing some other characters to, so I can probably give some variety.
I usually just play Jean, Sarangha you may remember me, I was the obnoxious one with the blue hair:)
Also Im really sorry that you dont wanna play anymore Warlike. Im probably not a good at teaching about this, but I think youre overthinking this.
The complexity only comes from the mindgames, which arent existent at the basic level. So i think you would already be cool with guarding, 2P, 6P and a launcher for combos.
Especially 2P. If you block anything, you can go for 2P and theres just nothing that can happen to you, except that its getting blocked. Its a really solid basis to build your game on and takes away a lot of the pressure that you feel if you dont really know what to do.
Anyway, if you ever wanna try again, hit me up.
On the topic of how hard it is to begin playing this game:
I really hope that people don’t give up on it. It is great to have so many people playing. A few months ago I played a little VF5 and there were almost no people playing, and the people that did play kicked my ass non stop.
I would recommend:
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Trying many characters. Finding a character that fits you is not as easy as in other games. Many of them might feel stiff if you don’t get the right feel with their gameplay. I must have tried half of the cast or more until I settled.
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Try very simple game plans at first. For example, I only cared about P, K, G and Grab at first and didn’t even try any other combination of buttons. Focus your plan on something that works (for example, lows + annoying and frustrating your opponent). Later on you can add more button combinations and variety of game plans to make it funnier.
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When I feel frustreted I go back to the tutorial + command practice. This is VF, you have lots of options. It’s good to remember them, as sometimes it’s easy to just do the same stuff over and over without even noticing.
I’ve also had problems with that section of the tutorial, if I remember correctly you must permit the CPU to hit you with the first two attacks, then input the low-forward dash and guard cancel
That part I understand, but I can only sometimes block when the cpu tries to hit. When the cpu throws though, I get thrown everytime. I’m doing the df, df, guard, but it doesn’t come out all the time.
In theory, the dash should serve to avoid the throw, maybe you are just bad timing the input, I think the dash must be entered as soon as possible after the stun recovery, Now I’m at work, I will try this out when I’ll be back at home…
Try buffering the crouch dash cleanly a bit before you recover from being hit (remember you can do that for pretty much everything in this game) and time guard to block mid as late as possible. Make sure you’re going back to neutral and not holding 3 when you’re blocking.
If you input G too early you will be thrown, you need to wait for the visible crouch dash animation before hitting G, otherwise you will never be ducking and will be thrown
Practice fuzzy guard against the training dummy.
Set him to guard and counter attack with elbow or a throw (setting 5 of something…).
Then use your elbow attack (6P), which should leave you negative but not worse than -5, and do the fuzzy guard 33,G.
If you keep getting thrown, change the dummy to block and counter attack only with a throw, and just practice getting the 33,G to duck the throw.
I can’t remember if FS teaches it, but I ran through VF4 Evo’s tutorial again and evading throw escapes is useful to know. I spent a lot of time last night just performing evading throw escapes, as well as buffering an evade after an attack.
I think a lot scrubs problems can be solved if they realize you can sidesteps moves in this game. Lots of bad players start the round with linear high moves, so you could just sidestep it or you can use a high crushing knockdown/launching low.
Backdashing out of range of getup kicks and whiff punishing them is also useful.
I’m already doing those things.
So how do i break Vanessa’s takedown followups?
Same way you break regular throws