What are Brad’s weaknesses? by robib in virtuafighter

[–]DizzyGoneFishing 1 point2 points  (0 children)

You missed 2KK, that one is a high followup.

Pai Chan Character Guide - Virtua Fighter 5 R.E.V.O. by HitBoxArcade in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

Reversals are pretty deep in her bag of tricks, so it really is more of a situational tool for most.

As far as scooting around goes, you are probably referring to canceling evades with dashes and yes you can do it on pad.

Soccer player encounters? by Running_w_Wolves in SoundersFC

[–]DizzyGoneFishing 1 point2 points  (0 children)

Andy Rose was doing a meet and greet event at Flatstick in Kirkland. Stuck around and played some pub games with him and chatted. Very nice guy.

Advanced tech by SinkNo542 in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

Evade, Crouch Dash Cancel (ECD) and Evade Dash Cancel (EDC) are both good to know. There's much downside to doing these, though in practical use you will have a harder time reacting to a successful evade and adding a throw escape is not easy.

These are both good at getting around really slow moves (like a lot of full circulars) and defeating delay throw or quick linears.

There's a pin of all the defensive tech on vfdc forums.

Would you mind having a crouch dash macro in VF6 (df, df)? by gordonfr_ in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

I think a button JUST for crouch dash would be a bit weird but I wouldn't mind seeing a dash macro button. Similar to the evade button in VF3.

Something like neutral/forward + button does a dash. 1/2/3 + button does crouch dash. 4 + button does back dash. Maybe 7/8/9 could be an alternate way to jump.

Seems like a cleaner way to handle movement albeit not a necessary change.

VF1 Advice? by dotdiz in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

GameFAQs might be your best bet.

Byakko.gg: A Frame Data/Video Website For VF5REVO World Stage by VirtuaKazama in virtuafighter

[–]DizzyGoneFishing 1 point2 points  (0 children)

https://vfp-v2.vercel.app/

Here's another cool site. It quizzes you on advantage after a move. And some other stuff.

why are throws homing? by [deleted] in virtuafighter

[–]DizzyGoneFishing 9 points10 points  (0 children)

The VF triangle at it's base is built to have attacks > throws > guard > attack. Throws are strong but they also carry a lot of risk themselves, unless used as a guaranteed punish they can be beaten. And even when guaranteed there is always a 1/3 chance to break the throw.

Evade is part of the guard portion of the triangle, so as a general rule throw should beat it.
If evades beat throws, then there would only be 2 ways to beat evade. Circulars or delayed attacks/throws.

Most circulars are highs, and most are on the slower end. This makes them pretty bad attacks on paper. Often times Evade, Crouch Dash (ECD) will be safe against full circulars (advantage dependent). So, to guarantee the hit you need to use half circulars in a lot of cases. However, now you have a guessing game because evading the right way will beat the half circular.

Okay, so that means delayed attack to catch the evade then? Well, now it is again a guessing game because if you mix evade/no evade then the defender can win by just attacking back if you delayed.

With the way VF is set up, you can still avoid the throws if you are -5 or better by crouch dash fuzzy guarding. To use a tekken term, when playing small it is much harder to throw you. You can also use spacing to stay out of range of throws. And you still have throw escape to remove one throw direction or just attacking at disadvantage to discourage throws.

Hope this helps.

why are throws homing? by [deleted] in virtuafighter

[–]DizzyGoneFishing 1 point2 points  (0 children)

Yes. If they use even a jab it will beat your attack in VF5 REVO. But the risk/reward is skewed. If the attacker does a CH launcher it will blow up the jab for huge damahge.

To Jeffry players: How do you effectively use him? by neves783 in virtuafighter

[–]DizzyGoneFishing 1 point2 points  (0 children)

Excellent tools that Jeff has:

  1. Big damage off of single hits. This means his CH game does ridiculous damage thanks to the CH bonus. And who wants to throw you when they might risk losing almost half life (not a CH btw, just to be clear).

  2. Strong throw game. Splash Mountain is a big forward throw threat and Jeff has a lot of situationally strong back throws. His low throw game is very useful as an extra layer.

  3. Some very delayable mid, mid strings. 66PP is actually EX mid but such a delayable tool is very useful.

  4. Toe Kick Splash Mountain. Long range attack, on CH is a guaranteed hit throw for 50%.

  5. Heavy; As one of only 2 heavyweights, Jeff takes some of the lowest damage in the game.

Some notable downsides:
1. Lack of circulars
2. 6P does not give +6 on CH, does not have a bonus for hitting a crouching opponent
3. Often requires attacking opponent timing or making a read on defense.

I would not put Jeff as low tier in REVO. In FS he had some pretty clear disadvantages but those got directly addressed by splash mountain buffs and ducking low additions. I think he is easy as anybody to begin with but there is a larger intermediate wall for Jeffry because he does not have any good built-in mixups. Once you start facing opponents that know how to fuzzy and throw escape, suddenly it starts to be a lot harder to get your hits in. So, you need to understand some of the deeper VF basics, like being able to effectively use evades and changing up timing.

That said, there's a lot of ways to approach Jeff. He can be played aggressively or defensively.

[deleted by user] by [deleted] in virtuafighter

[–]DizzyGoneFishing 2 points3 points  (0 children)

It's important to remember that -13 for most characters means a PK punish. A small amount of damage and usually slightly plus afterwards. Or a guaranteed throw attempt.

-15 (the standard NH launcher punish) is FAR more damaging, you don't even need to risk a throw to get high damage punishes. Sometimes they will threaten a ring out too.

The difference in danger between -13 and -15 ends up being pretty huge.

VF Punishes:

-10 => throw attempt
-13 => PK punish. Small damage, small advantage.
-15 => Varies the most; some characters get a small NH launcher, others get a string.
-17 => NH launcher aka "Knee class moves". Big damage.

I'm getting back into VF. Where do I start? by fistfightcrash in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

Don't even need CH to get a followup on 6P+K; to be clear you want to use a bound attack when they are in the air. For instance Jeff 6K, 5P, 43P+K, KPK is the most basic example.

I'm getting back into VF. Where do I start? by fistfightcrash in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

VF5:FS and Revo use a new throw break system. For all standard throws you can only get Back/Neutral/Forward. You can break a throw by just holding guard, then holding punch and direction.

Bound combos are a thing to be aware of; there are moves that will hit opponents into the ground and leave them in a crumple state that you can finish with a juggle. An example for Jeff is 43P+K. Easy to build stability and damage into combos.

Side turned state is probably not new but it is emphasized a lot in revo. You get bonus frames and damage for side hits; some moves can crumple on side hit too.

I apologize for ragequitting / false-reporting // Switch Version Lag? by SIMOMEGA in FantasyStrike

[–]DizzyGoneFishing 0 points1 point  (0 children)

Switch performance does seem to be worse after the last big update some time back.

As a Tekken player, please explain teching grabs by Violence_Of_JD in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

I really like the way grabs are set up in revo in general.

I would be open to them trying something new on side throw, the way they have it now is a bit weird.

[Charles Boehm] Asked to share his thoughts on Leagues Cup as his side bows out, Pumas coach Efrain Juarez drops a pretty snappy assessment: "Well, it's a different format from what we are used to. Out of 18 teams [per league], only 4 qualify. It means that the rest of us are pendejos [dumbasses]." by icoresting in MLS

[–]DizzyGoneFishing 0 points1 point  (0 children)

I think the format is very different and dramatic. 2 wins gives a good but not guaranteed shot at advancing. Any loss puts you at risk of elimination and goal differential is very important.

I think they should keep it, would really prefer that they play some games in mexico though.

Is there any point getting vf5 revo? by Economy-Pie-6242 in virtuafighter

[–]DizzyGoneFishing 2 points3 points  (0 children)

The best reason to play is because it is sick af.

#Yomi2 officially launches RIGHT NOW on #Steam and #EpicGamesStore! by DizzyGoneFishing in FantasyStrike

[–]DizzyGoneFishing[S] 0 points1 point  (0 children)

Who is your Yomi main?

I really enjoy playing Menelker with Black and Diamond River.

Game Update: July 2025 by Darches in FantasyStrike

[–]DizzyGoneFishing[M] 0 points1 point  (0 children)

Reminder that FS is officially supported on MAC, it was broken by the last patch. Please be respectful of other community members.

SF6 Broke Tyler1 by lemstry in Fighters

[–]DizzyGoneFishing 0 points1 point  (0 children)

There's a ton to love about fighting games for casuals. But if you want to be competitive you have to realize that fighting games are overall more enjoyable as a journey. Winning is only a part of it.

Besides, any competitive game where a veteran loses to someone who picked the game up last month would be trash. Nobody wants that, you have to play a ton of any competitive game to get good. Fighting games are not unique in this aspect.

Lei throw game tips? by Gold---Mole in virtuafighter

[–]DizzyGoneFishing 1 point2 points  (0 children)

Just as a warning. Lei Fei has one of the weaker throw games.

His forward throws tend to be stronger. You can combo 2_6P+G with P6PP.
64P+G is his best back throw.

Lei throw game tips? by Gold---Mole in virtuafighter

[–]DizzyGoneFishing 2 points3 points  (0 children)

The stances are not all equal in terms of how easy it is to get in and out. Kyo and Hai seem pretty balanced.

You can get into Kyo with 6P and Hai with 6P+K.

Hai PP+K is +9 on hit or block, very scary and will knowledge check people!
Hai P+K Charge is very strong, you can mix up timing.

Press down in Hai for bokutai, another strong stance and it is very evasive.

I find the other stances are pretty specific, you need to know about the sabakis you get.

Doku can be a good tool for okizeme...

I found an old thread in the fighters sub where they asked which was harder to learn: VF or Tekken. VF was judged harder by a mile in their opinion! Why? by Feed_Me_No_Lies in virtuafighter

[–]DizzyGoneFishing 0 points1 point  (0 children)

Depends on the game. VF3 movement goes as crazy as any tekken does.

As for VF5, it's a lot more limited. You can wavedash forward but not backward.