Even a small tip can be a huge help to new players. Feel free to share!
Create your own player card
Make and share a free trading card with your main character, rank, and play style
※ Lever input order in the video ←← ↑↑ → → ↓↓ ↙↙↖↖↗↗↘↘ *Image Left: Octagonal / Right: No-collar This tip is dedicated to WINDOWKHS, who left an inquiry on my YouTube channel. 0. What hand do you use? → I am right-handed. 1. What lever gate do you use? → The gates I know are square, octagonal, and n
Everything a brand-new VF5REVO player needs to know — rules & techniques in one place This post introduces moves recommended for anyone just starting out with VF5REVO. Since the focus here is on "the fun of pressing buttons" and "easy inputs" , I've picked moves that advanced players rarely bother w
My thoughts on the reasons and uses of movement practice [Movement Mechanics] Front/back dashes can be canceled with evasion. Evasion can be canceled with front/back dashes and crouching dashes. However, unlike front crouching dashes, back crouching dashes cannot be motion canceled. [Reasons for Pra
A summary of system changes by version, for players returning after a long break This covers only changes to the core system itself — the kind of things that can feel unfamiliar if you only remember an older version. Character-specific move adjustments, simple frame/damage/hitbox tweaks, bug fixes,
This lab conducted its first experiment today regarding the phenomenon of countering an opponent's wake-up attack, which has been frequently observed since before. The conclusion is that although not all situations could be set up, when proceeding with the following cases, all wake-up attacks could
※For convenience, I will use an informal style... Some of you may already know this, but this lab discovered this phenomenon today. 1. Accidentally discovered a phenomenon where the input command direction overlaps when escaping a throw during an evade. 2. For Player 1, when evading and escaping a t
VF5REVO has reverted to a rock-paper-scissors game of "block to grab, grab to hit, hit to block." For beginners or those returning after only playing up to Virtua Fighter 3, this might feel unfamiliar, so let's trace the series' evolution. Virtua Fighter 3 was a static game with a basic mid/throw ro
The usual flow of offense and defense in fighting games is "Block to throw, throw to hit, hit to block" . The latest Virtua Fighter has added guard throw escape techniques, which might make you wonder, "Can I really throw here?" This time, we'll cover throws and throw defense . Throw Specifications
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
This time, we'll organize safe attack methods against evasion . (#06 Application of tot utilization) Basic Edition — 4 Very Basic Countermeasures 1. Throw Since evasion cancel motion can be cancelled from 10 frames onwards, a throw input at max speed during a favorable frame cannot be evaded with a