Used with various directions for a variety of powerful kick moves. For example, Aoi can use to reverse elbows, knees, and other mid attacks. Some characters such as Pai and Aoi can use with various directions to reverse an incoming strike. Use with various directions to get a variety of powerful punch attacks, such as Jacky's Beat Knuckle ( ) and El Blaze's Shadow Hammer punch attacks. Typically used for powerful punch attacks, body attacks, and reversals. So to escape an opponent's throw enter, to escape a throw enter. To escape a throw enter the last direction of the throw's command plus. Simply hitting will get a simple throw, usually your character's least damaging throw, whereas throws with more complex inputs such as yield more damage. Use with different directions to execute and escape different throws. All standing (high) throws and standing throw escapes are performed with a input. For example, is a side or middle kick for most characters. Used with various directions for a variety of kick moves such as sidekicks, low kicks, and kickflips. For example, is an elbow for many characters.
Used with various directions for elbows, uppercuts, and various single/double armed attacks. For example, Kage can cancel his Juumonji stance by pressing, however he won't be able to instantly guard when he does so. Pressing is a universal way of cancelling a special stance. You cannot cancel standing back dash ( ) or backward crouch dash ( ). To cancel the dash, just press during the dash animation. You can use to cancel standing forward dash ( ) and forward crouch dash ( ). The VFDC Command Lists detail those attacks that can be cancelled. This results in seeing wolf start the kick but then retracting his leg before the kick would hit the opponent. For example, Wolf can cancel his standing kick by hitting. You can use to cancel one of your attacks before it hits the opponent. Two hits from the string and then a normal standing. By inputting this way you ensure that no time is wasted between the second attack expiring, and third attack commencing. Or, you could press after the second hit and immediately press afterwards. If you wanted to only do the first two hits, and then follow it with a normal, you could either wait after the first two hits for the string input window to expire, and then press. For example, El Blaze has a three hit string that is. Guarding doesn't have a start-up or recovery time. Crouching guard (hold ) blocks low attacks and causes high attacks to whiff, but is vulnerable to mid attacks. Standing guard (hold ) blocks high and mid attacks but not low attacks. You can't move while guarding but you can freely stand or crouch while guarding. Push this to guard, cancel your strings, attacks and dashes. Virtua Fighter 5 utilises 3 buttons for command input.
Textual hold directions are indicated with an underscore suffix, e.g. Graphically, this is indicated with a filled or coloured directional arrow. In addition to tapping a direction, you may also be required to hold a direction. Textually, use the numbers on a 10-key number pad to indicate direction taps: Graphically, a joystick tap in a particular direction is indicated with a white or un-filled arrow. Virtua Fighter 5 utilizes all eight directions of the joystick, and neutral. The Joystick and Button layout is shown in the image below. Virtua Fighter 5 is primarily played using a Joystick and three Buttons, Guard, Punch and Kick.