#08 - Offense and Defense Utilizing Continuous Derived Moves
This is about Virtua Fighter's combo/follow-up (combination) system, which is different from other fighting games.
Basics — Characteristics of Virtua Fighter Combination Techniques
In other games, there are many combos that branch into mid-low/low-mid/mid or low, but Virtua Fighter doesn't have such combinations. Most of Virtua Fighter's combos are mid-mid/mid-high/high-mid/low-high, so if you keep standing or crouching, most of them will be blocked.
So where do we use this? Kage's mid-kick (3k) is +6 on guard, and 3kk (mid-high) is a disappointing +8 even if the second hit is blocked, making you want to crouch and parry the second hit to get a return. However, crouching takes at least 7F, and including a check, it takes at least 10F.
From Kage's perspective, the mid-kick is -6F, but a magic occurs where the opponent is stunned for about -10F. By planting the illusion of 3kk's second hit and using pk or the fastest Ryogeki (2_3p) after 3k, you can preempt all of the opponent's moves — it's magic that turns into advantage even if blocked.
📌 Requirements
- Stun must end faster than opponent's crouch — 1st hit guard stun -6F or less
- If the 2nd hit is blocked standing, it should feel uncomfortable
- Must be able to add ample delay to 1st hit → 2nd hit connection
- 1st hit is a fast mid-attack that can be thrown out without hesitation
Looking at each character's original combinations, most mid-attack starters are standardized at -6.
Advanced — What is the best mid-attack follow-up?
Naturally, it's the fastest mid-attack, the Elbow. Jacky's Elbow is -5 on guard, and if followed by the fastest 33p, a Smash Upper with 21F startup (stun 5 + dash 1 + startup 15) comes out. Billjii after Elbow has 19F startup. If the opponent counters by crouching (crouch approx. 10F + jab 12F = approx. 22F), they lose 100 health to a counter hit from Billjii/Upper.
Conversely, if a fastest low punch is used after guarding Elbow, it can beat both follow-ups and fastest combo starters, but if already anticipated and prepared for, the +7F advantage of a low jab counter isn't significant. Jacky can also deal with low punches after guarding Elbow by using backdash Beat Knuckle or Jump Kick.
Characters with combo connections from Elbow are, in short, the current strong characters. Elbow Performance Chart:
| Tier | Character |
|---|---|
| S | Jacky, Sarah, Kage, Eileen |
| A | Lion, Brad, Aoi, Lau, Vanessa(offensive) |
| B | Jeffry, Blaze, Jean |
Elbow is a move with low risk even if evaded — if the character has a follow-up even if evaded, whether Elbow is blocked or evaded, your turn doesn't easily end. Characters with good Elbow/follow-ups become very strong and easy to play if they understand this principle.
Countermeasures
- Advantageous Evasion Cancel — successful evade immediately if a follow-up comes out, maintain fuzzy guard state even if it doesn't
- Fastest Grab Input followed by 33 Input — only allows hardened counter, p-grab string escapes and grants a counter opportunity
- Fastest Startup of Immediate Ducking Moves — Lion 2k+g, Lau/Pai 1kk, Jeffry 1p, etc.
Original Source: Ruliweb (rchacha)
※ This information is prior to R.E.V.O World Stage, and may differ partially from the current version.
