r/virtuafighter • • 10d ago

Mod reminder: No AI/Recomps

79 Upvotes

Besides being legally dubious, vibe coded AI recomps are a plague. They're low-effort content and serve to discourage actual good emulation development.

But my tokens -- yeah take your tokens and shove 'em up that Claude butthole


r/virtuafighter • • Jun 05 '26

VIRTUA FIGHTER CROSSROADS | Official Reveal Trailer

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214 Upvotes

r/virtuafighter • • 46m ago

VF5 LAG is probably the best VF event in North America

• Upvotes

r/virtuafighter • • 13h ago

VF5 Virtua Fighter 5: R.E.V.O. (World Stage 🌎) - World Stage Mode #3 | Hard 💀 | Custom OST 💿

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0 Upvotes

- Character: Sarah Bryant

- Mode: World Stage 🌎

- Difficulty: Hard 💀

- OST: Custom 💿


r/virtuafighter • • 1d ago

This game rocks on switch 2

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10 Upvotes

Has anyone tried it?


r/virtuafighter • • 18h ago

VF5 The CPU opponents on Mijukumono (Intermediate) Hard difficulty will Test your resolve 😡 Judgment: Drumfire

0 Upvotes

- Character: Sarah Bryant

- Mode: World Stage 🌎

- Difficulty: Hard 💀

- OST: Custom 💿


r/virtuafighter • • 2d ago

VFCR [Virtua Fighter Crossroads] Faces of Vilasapara #4 - Zia Baccay

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87 Upvotes

VF discord source


r/virtuafighter • • 2d ago

VF5 Can’t go wrong with Lau or Pai Chan

16 Upvotes

Some fun victory replays with Lau and Pai while I was in online Ranks earlier. I CANNOT WAIT for Crossroads!


r/virtuafighter • • 2d ago

VF5 Akani Shiwapo's Shun Di counterplay guide (VF5 REVO)

11 Upvotes

Originally posted in Japanese on Shiwapon's blog.

Crank up the abare, but just a little

Shun gains access to more moves as his drink count goes up, so the average Shun player's priority is to rack up his drinks—and the fastest way is by landing throws.

Many Shun players will use a throw in the heat of the moment, so you should get a lead by playing more aggressively (abare-style play). Of course, this depends on the player you're fighting against: Shun can also boost his drink count with moves like 4P+K, or 8K+G → 6P+K.

Use "sobering" moves effectively

Every character has moves that can reduce Shun's drink count. Work to land these moves, or incorporate them into combos, to sober him up.

Specifically, try to make these "sobering combos" connect after the KO graphic goes up. Since the follow-up moves available depend on the one that caused the KO, make sure to learn the appropriate finishing moves if you want to reduce his drink count.

For instance, scoring a KO with a mid attack will leave Shun standing for a moment, which will let you give you a wide window to keep hitting him. While this is your top priority, Shun players will naturally be on alert; if you KO him with a P or 2P instead, you can still get in many extra moves, but not as many as with a mid attack.

If you KO Shun with another type of move, try a launcher followed by a P if you can. If that is too difficult, try to reduce his drink count with a move that induces a knockdown.

Countering Choukarou (張果老, “Zhang Guolao”)

Choukarou is the stance Shun can assume after moves like 6K. Most strikes in this state will whiff just by crouch-backdashing, so once you've accomplished this, punish the opponent with a combo starter. However, this will leave you vulnerable to Choukarou P+K and K+G (+7), so just in case, try to counter these with midattacks, parries, sabaki attacks, or defensive moves.

Some characters with slower backdashes, like Taka-Arashi, cannot evade these when they're up against the wall; they'll just have to deal with the mixup. If I'm not mistaken, Jeffry and Wolf also struggle with this.

You might be able to counter 6K if you block it at its very tip.

Surprise Shun by mixing in lows

I'll get more into this later, but Shun's throws and 1KK are quite powerful.

1KK is relatively easy to counter because, after scoring a knockdown, he can follow up by taking a swig with 6P+K+G while keeping offensive pressure.

By mixing in another crouch after a fuzzy guard, you can crouch under a delayed 1KK or a throw, which will make it easier to punish Shun.

Shun does not have an elbow attack, so he needs to use slightly heavier mids—like a normal mid kick or 4P+K—to break through your crouching guard. Try to gain a significant advantage by guarding or evading, then go on the offensive.

When dodging his half-circular nitaku, go for a big guaranteed punish

Shun has a powerful mixup involving his half-circular attacks—K+G and 1KK. You can't block them on reaction, so focus on improving the accuracy of your guaranteed punishes when evading or crouching.

Depending on your evade's timing, dodging K+G toward Shun's stomach opens him up to an elbow attack.

1KK must be dodged by crouching or evading towards Shun's back. Dodging the second hit of 1KK by crouching is hugely rewarding because it guarantees a launcher. If Shun presses G after 1KK, he will drop to the ground; some moves cannot launch while he is in this state, but you can go for a back throw instead.

As a general rule, aim for either a combo starter or a back throw—or counter with moves that hit opponents OTG (on the ground).

The deliberate Soukokukyu (曹国舅, “Cao Guojiu”)

Some of Shun's moves, like P+K, transition into the Soukokukyu stance. While facing forward during it, most attacks can be evaded by sidestepping towards his back. However, he can follow this up with another attack, like a knee strike, so watch out.

Other moves, like 3P4, will enter a back-turned version of Soukokukyu. Most of the ensuing strikes can be evaded, but the sequence happens fast enough that it's hard to dodge. It's best to get used to it, but if that's too hard, start by simply using standing guards.

You might get knocked down by Back-Facing Soukokukyu 2K, but mid attacks in this stance are far more damaging, so take the knockdown as a necessary cost.

However, if you try to counter-attack 3P, Shun can parry your attack with a Back-facing Soukokukyu P+K. Try to react by evading or using a parry.

You can also react to 3P4 with a two-handed strike, but this is highly risky.

Beware of moves that highly increase the drink count

In a Shun matchup, it's important to keep his drink count from getting too high, so keep in mind how you lose a round as well.

If you're KO'd by a 3K, P, or a 2P, you might take a 6P+K right after, which will increase Shun's drink count by 5 or 6.

The next round will be an uphill battle if you focus too much on 1KK and crouch at the wrong time, or try a high and lose to a 2P. Even if you're about to lose, you don't want to go down without a fight, so keep trying.

Don't just use moves out of habit

Shun has many moves that easily adapt to the opponent's actions. If you just use moves out of habit, you'll take heavy damage; be mindful of which moves you use in the heat of the moment.

• 1/7P+K+G P+K

A high attack that transitions from the special move Kōsoku Kōhi (向側後避, “Farside Evade”).

Because Shun pulls his body far back, he can attack while evading your short-ranged moves. If you carelessly throw out a short-range move like an elbow, you will whiff, opening you up to a combo.

It depends on the situation—but if you get a read on this move, you can input 6+P while crouching to try and land a combo starter of your own. I personally feel this is easiest to pull off after blocking a wakeup kick or taking a low attack like 2K...?

• 6K+G

A strike that evades the opponent's lows. On hit, it guarantees a follow-up like 43P+K for significant damage.

Avoid using 2P too much, because Shun can use 6K+G to punish that.

• 46P

A punch with an 11-frame startup.

If you make a habit of using P into 6P or a 2P into a 16F launcher, this will preempt you.

Depending on Shun's current drink count, he can cancel a mid follow-up into Back-facing Soukokukyu, so keep this option in mind.

Remember the throws that most reward Shun

As Shun's drink count goes up, he gains access to even better throws.

At 6+ drinks, he can use 41236P+G, which can deal massive damage when following a 236P.

Plus, at 10+ drinks, he gets an even better back throw, 63214P+G.

At 10+ drinks, he has so many powerful throws that you can't even rely on lazy throw escapes (LTEs).

At 6+ drinks, Shun can throw his opponent behind him with 6P+G or 41236P+G. It's not enough to just input a forward LTE, as his normal P+G can also throw you backward.

In general, avoid getting too close to Shun when he is near the edge of the ring or up against a wall.

Shun players know this, and if his health gets low, he may intentionally retreat toward the wall or the edge to drink.

Rushing in could leave you vulnerable to a throw, so approach cautiously—maybe with a crouch dash—while looking for an opening.

Shun's available moves depend on his drink count

As mentioned earlier, Shun gains access to more moves based on how many drinks he's chugged—as a basic guideline, his new moves come when the count reaches an even number.

• 4 drinks

He can end certain strings with mid follow-ups like 4PP, PP4PP, and 46PPP+K. These moves lead to combos on counter-hit, so avoid retaliating too fast.

But keep in mind that Shun may also opt for single-hit attacks, 1KK, or throws, so it can be viable to crouch—even if it means taking a mid.

Be prepared in case he uses 4PP4 to transition into Back-facing Soukokukyu.

• 6 drinks

At 6+ drinks, Shun gains access to his 236P—an EX Mid move that starts a combo on Normal Hit (NH).

Aside from forcing a simple mix-up, he can also bait shorter-range moves with a backdash and punish you with this move.

Be ready for the moves he uses at 6+ drinks, as his backdash follow-ups become significantly more potent. He also gains the aforementioned 41236P+G at this count.

• 8 drinks

At 8 drinks, he gets 236PP, a follow-up to 236P that increases its combo damage. This follow-up is a high attack, so it can be avoided by crouching.

He also gains 43P+KP, an easy-to-use mid sequence consisting of two solid-damaging hits. It's safe on block (no guaranteed punish), so you should counter the second hit with an evade or a parry.

However, Shun may play a mind game by stopping at the first hit to use a throw or a move like 1KK.

• 10 drinks

At 10+ drinks, Shun gains access to several powerful techniques; his 214KK and 214P+K are particularly dangerous.

214KK is a devastating low that can start a combo, but consumes 5 drinks. It's a low-to-high string, so if you can read the second hit, crouch.

214P+K is a mid that can start a combo even on normal hit, but consumes 3 drinks. It's +4 on block, so it's quite strong; because it's often used as a mix-up option with 214KK or throws, just crouching is still a risk.

If you try to evade these moves, he can use 214P, which consumes 2 drinks and is a mid full-circular attack that cannot be punished on block. It also has a lot of pushback on block, so it's hard to counter.

Always remember these options whenever Shun is over 10 drinks. This usually happens during the final, decisive moments of a match, so it could easily cost you a game. To prevent him from using these moves, try to reduce his drink count or stop him from drinking in the first place; if his count gets that high, just pray that you can guess between his lows and mids.


r/virtuafighter • • 2d ago

VFCR For Everyone New To VF & Picked It Up Thanks To Crossroads, What Do You Like/Love About VF So Far And Hope Remains in VFC?

15 Upvotes

I got VF3 a couple years ago and I loved how simple the game was. There’s a feeling that makes the fighting so satisfying. I got REVO last year and I think it’s the best VF. Coming from SF I always said REVO gives me the same vibe 3S always gave me: a fun game with a wide depth of technical precision and systematics underneath its presentation.

No joke, playing REVO made me better at fighting games in general. Theres so much I have to watch out for in VF battles that when I play SF6 I’m much more relaxed and calm about my decision-making.

I also love the old school sound effects as well. I hope they don’t remove them from VFC but from what we’ve shown so far those iconic sfx will be no more.


r/virtuafighter • • 3d ago

Other VF Media Knucklehead

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20 Upvotes

I’ve been playing as him since VF2; this was the only merch I could find on eBay. I wish there are better ones.


r/virtuafighter • • 3d ago

Character Discussion Which character should I start with for vf7?

0 Upvotes

I'm so hyped for vf7 but I have never played virtual fighter since my childhood days which was vf2. I'm a big fan of fighting games but virtual fighter series was too bare for me due to the lack of story content. Anyway I remembered Sarah and Jackie Bryant being my fav and also Lau but I don't think he's making it in vf7. The type of characters I like are tekken king, kazuya, heihachi, Nina, lee and Paul and mortal kombat Reiko, Baraka, reptile and raiden. I like grapplers mixed with push down aggressive characters


r/virtuafighter • • 3d ago

VFCR I've been playing Virtua Fighter since VF1, and I have no idea who to main in VF6 Crossroads. Help me out!

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0 Upvotes

In VF1, I main Lau. In VF2, I main Wolf. In VF3, I main Jacky. And in VF4 and VF5, I main Vanessa.

But it looks like Vanessa won't be in VF6, so I have no idea who to pick! I don't want to play as the character who stole Vanessa's spot (Cielo), so HELP ME OUT!!!!


r/virtuafighter • • 5d ago

Other VF Media Wolf in WWE 2k19

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78 Upvotes

r/virtuafighter • • 5d ago

VF5 New to Virtua Fighter, can't choose

17 Upvotes

Good morning mates (at least here it's morning).

I started playing Vf5 kinda recently because it's free on game pass and the vf6 trailer so good.

Anyway, before I start rambling on about unrelated stuff, I'm finding myself in a choice paralysis situation. I don't know the game enough to know what kind of character should I play right now.

The fighters that interests me the most right now are:

-Lau Chan: mainly because he looks like master Tao from DB

-Pai Chan: I like how the moves looks, don't know if I'd like how she plays.

-Shun Di: only had him as opponent, as an old Lei player drunken kungfu is always a plus

- Eileen: I can only say she's fast, how technical is she to play?

- Goh: not much of a grappler player but I like judo.

Ok, I know it's a bit of a wall of text but I'll finish by listing my past experiences.

Tekken (last Tekken I played was 4 and 5 I think) my mains were armoured king and Lei.

Soulcalibur (played them all, Sc7 when?) Xianghua, Ivy, Mitsurugi

SF6 is the only Street fighter I played seriously (even though I've not played the latest fighters yet) I liked Chun Li, Jaime and Manon (the only grapplers after King that I ever liked)

Ok, sorryy again for the long text, help me plz


r/virtuafighter • • 5d ago

VF5 Akani Shiwapo's Aoi counterplay guide (VF5 REVO)

16 Upvotes

Originally posted in Japanese on Shiwapon's blog.

In general, evade towards Aoi's back

While full-circular moves can be hard to get around, you should focus on evading toward Aoi's back, which effectively counters close-range moves like 6P+K and 4K.

When you have your back to a wall, you'll get much more out of evading a 66P; in a situation like this, it's also advantageous to evade towards Aoi's belly.

Learn the disadvantages for “reverse nitaku” situations

• P+K+G (Tenchi In'you, 天地陰陽, “Duality of Nature”)

A special stance performed with P+K+G (can be held down). This stance is powerful and can parry most highs and mids (including punches and kicks!) from the opponent.

Be careful when trying kicks, as a high or mid kick getting blocked will guarantee a move like 33P+K. Side kicks are fine, by the way.

A common tactic for Aoi is to intentionally whiff, then execute a counter-hold—like Tenchi—when you try to get in on her opening. Keep this in mind whenever you're about to attack.

Now you might think Aoi can just parry anything, but there are moves that Tenchi In'you can't catch: for example, lows. Any low that lands while Aoi is in Tenchi In'you will counter-hit for great rewards.

Attacks that use both hands and both feet at the same time, jumping attacks, and attacks that utilize specific body parts—like the shoulders, head, or torso—will also break through her stance (but elbow and knee attacks will not).

In general, remember to use moves that Tenchi In'you cannot parry.

• 4K+G (Ogami-geri, 拝み蹴り “Prayer-hands Kick”)

Allows Aoi to strike while parrying an opponent's kick.

Frequently employed against kick-heavy characters like Sarah or against side-strikes in general.

The best countermeasure against this strike is to start a combo string or counter-hit with a low attack.

• 43P (Ryoushi, 兩止 “Two-handed Halt”)

A two-handed strike with the upper body lowered.

It has a fast, 13-frame startup, and counts as a crouching move.

This move is frequently used when anticipating an opponent's high-attack string, against a slower attack, or when the opponent is crouching.

Generally, if you use a mid while at plus, you will win out. This move has a short range, so it can also be evaded by backdashing.

• 236P+K (Shinchuzuki 心中突, “Inner-motive Thrust”)

A mid sabaki attack, most commonly used when Aoi is up against the wall.

This can generally be countered with leg-based strikes or lows. Just don't instinctively use jabs or elbows, and you'll rarely get hit.

Parries all around

Aoi can parry high, mid, and low strikes using 4P+K, 1P+K, and 2P+K respectively. Her reversals are exceptionally powerful, and she can parry almost anything—including full-circulars and shoulder strikes—that other characters can't.

A successful parry guarantees a ground throw, so be ready to break them with 2P+G or 3P+G.

If you can read Aoi using a mid-level parry, you'll effectively counter it by targeting a different height—like a high or a low—that the parry can't cover.

• 66K (Sou'un'ha 叢雲破, “Nimbus Rend”)

A long-ranged move with “jumping” properties (that is, invincible to lows).

It can catch off-guard enemies that use too many lows in trying to avoid Tenchi In'you.

This move can be countered with mid or high strikes. Blocking this will leave Aoi at a -13 frame disadvantage.

• 2_3P (Musouha 無雙破, “Invincible Rend”)

A mid attack that evades highs or lows with "small" hitboxes. When it connects, Aoi can transition into a throw, making it a move with an especially high damage potential.

This move can be countered with mid attacks that have strong downward hitboxes, and leaves Aoi at -13 frames on block.

Avoid overusing highs or moves with “thin” hitboxes

As mentioned earlier, 2_3P (Musouha) is executed from a crouching stance, which allows Aoi to dodge your highs, or other moves with “thin” hitboxes, while landing a strike.

On hit, Aoi can transition into a throw that puts the opponent behind her; she can make good use of this when she has her back to the ring's edge.

In this situation, it's better to back off or look for an opening; don't commit too much, and you'll be less likely to slip.

While moves with strong hitboxes can deter 2_3P, Aoi can still counter with P+K+G, putting your back to the wall. If you want to play it safe, don't press the attack.

Punish feints with high-damage counterattacks

Aoi can stop an attack mid-animation—thus, she can “feint”—to force you into a mix-up while you wait for her to attack.

Once she feints, you just have to take the mix-up, so the basic solution is to land a high-damage hit before she can execute the follow-up.

If Aoi feints into a move like Tenchi In'you, she has a great confidence in her read—you might as well take the loss and try again the next round.

Technically, you can counter this with a throw, a low attack, or a circular move; however, since a throw might lose to an attack started during the feint, you should opt for a low or a circular instead.

Don't overreact based on timing

It's important to play safe against Aoi to avoid falling for her parries and reversals; Aoi players tend to know this and will often delay their attacks to catch you off guard. If you find yourself thinking, “I’ll block her move, then watch out for a counter—oh, there isn't one, I'm going in,” you might just find that Aoi has timed her strike to land exactly when you act.

When you're hesitant to act immediately, it's important—especially against Aoi—to keep your composure and wait even longer, avoid any action while keeping the option of evading while plus (to be discussed later) and staying ready for further strikes from the opponent.

If worried about parries/reversals, hold back on your offense

If you’re afraid of Aoi's counter options, you might choose to evade while at an advantage: essentially, not pressing the attack even though you have the upper hand.

By doing this, if Aoi tries one of her counters, you can dodge it or make it whiff, opening her up for a guaranteed punish.

But if Aoi does nothing at all, it comes down to a contest of timing, which you'll just have to accept and be ready for.

In my personal opinion, if you can’t press the attack at important moments, you’ll let a good win slip out of your hands; but really, against a skilled opponent, going in too hard can bring you down.

Aoi's moves have a short range

Most of Aoi’s moves, including her fast attacks and throws, have quite the short reach.

Backdashing will work well during close-quarters, frame-based exchanges. Try to anticipate when Aoi might use moves like 6P, 43P, or 2P, and backdash to create an opening for a counter-attack.

But don't overdo it: if the Aoi player makes a sharp read, they can counter you with a move like 66P+, and you might take significant damage.

How to defend at the edge of the ring

Since Aoi can swing the opponent in any direction after 6P+G, she can easily set up a combo from a 6 throw when a wall is nearby.

Also, with the aforementioned 2_3P, she can take the opponent backward or even use Tenchi In'you to redirect you towards a wall.

As a result, when Aoi is near the edge or a wall, a key defensive strategy is to escape her 6P+G without pushing the offensive.

Of course, moves like 64P+G can also throw the opponent backward. As a fundamental rule, avoid attacking if you don't want to eat a ring out.


r/virtuafighter • • 6d ago

VF5 Made a quick run down of my favorite Virtua Fighter content creators, events, and tools for those new to the community

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31 Upvotes

r/virtuafighter • • 7d ago

VF5 Super fancy round ender

36 Upvotes

I'm trying to use this back turned sabaki more. It moves away from the opponent so often the attack doesn't land even if the evade/reversal is successful, but because of the spacing with the wall after the cross up here it landed perfectly! I use HaiP+K* often when the opponent is waking up but usually try to time it to crush or evade a rising attack. This time it kind of baited the attack then reversed it, super fancy lol


r/virtuafighter • • 8d ago

What actually makes an elite fighting game player in Virtua Fighter

88 Upvotes

r/virtuafighter • • 7d ago

Yo! My beginner-focused community is having our weekly meetup right now, come join us!

12 Upvotes

I'm part of a Discord-based beginner discord called the [Virtua Fighter Beginner Dojo]9https://discord.gg/eU5p4E5re)

We're a community focused on providing a space for beginners to match up with other beginners to learn and improve with, and a place where beginners can look to veterans and experts for guidance and coaching.

Thursdays are our weekly lobby nights, so if you're interested in participating, come check it out!


r/virtuafighter • • 7d ago

Other VF Media Complete History of Shenmue (Covering it's Origins as Virtua Fighter RPG)

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11 Upvotes

r/virtuafighter • • 8d ago

VFCR What's with the marketing of Crossroads?

64 Upvotes

This has been an extremely bizarre rollout of the game. A year ago they did a teaser trailer of Wolf Hawkfield (https://www.youtube.com/watch?v=Ex8sxDxHo_I) and then pretty much abandoned the concept of doing teaser videos for the other characters. Then the "VS Battle Gameplay" they showed 4 months ago and then 2 months later used the same footage. Then 3 months ago we saw an announcement trailer of the Bakunawa Killer a month after the Crossroads Reveal trailer. Now we are getting an individual slide of the supporting friends of Cielo. Nothing was at TGS for Crossroads this year. A year ago they did that long boring powerpoint presentation of the game and talked about new modes like Uprising.
.
The reveal for this game is just all over the place and makes little sense.


r/virtuafighter • • 8d ago

VFCR All characters playable in Villasapara

3 Upvotes

Looking at all the shown materials and presentations, do you think there will be an option to play with every character available in VS Battle on the big maps of single player?

It would be a shame if they made those big, beautiful levels (that are still viable for a 3D fighter arena!) and only let people traverse them (and engage in hard/post-game challenges) with 4 main characters.


r/virtuafighter • • 8d ago

Story Discussion Sarah Bryant Vs Vanessa Lewis (Triplet after Triplet) LVL. 5 CPU

6 Upvotes

- Character: Sarah Bryant

- Mode: Training 🤜🔥🤛

- Difficulty: CPU Level 5 💀

- OST: Custom 💿


r/virtuafighter • • 9d ago

VFCR [Virtua Fighter Crossroads] Faces of Vilasapara #3 - Divina Baccay

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116 Upvotes

As usual, source is official VF Discord