Arriving at
・ Concepts of Advantage and Disadvantage
・ Advantage Bonuses
・ Notes for Advantage and Disadvantage



 We started with general properties of attacks in chapters 2 and 3, in which we have already introduced rules for when two attacks collide at the same time.[1,2] We continue with ‘Advantage and Disadvantage’ because this is one of the most important concepts that can play a major role within the VF system. The concept of ‘Advantage and Disadvantage’ had been established even in Virtua Fighter 1 (since 1993).


4・1 Concepts of Advantage and Disadvantage 
 Advantage in frames means a situation in which you can move before the opponent can. In principle, this happens after you block the opponent’s attack or hit your attack. The amount of advantage will reveal the best choice of attacks that can be used against the opponent without risk of an interrupt or counter hit. The figure below shows that Player 1 obtains advantage of 5 frames caused by blocking Player 2's Middle Smash 6P (Figure 41).[3] In this situation, Player 1 can attack with a move that is up to 5 frames slower compared to the fastest move Player 2 can use.


 Figure 41


 Namely, the advantaged Player 1 (+5 frames) can choose an attack that takes up to 17 frames, since the fastest attack of disadvantaged Player 2 is 12 frames punch P or 2P. In this case the two attacks may enter Active Phase[1] at the same time but 17 frame attack, such as Jeffry's Knee Attack 6K[4] shown in the figure below, should do more damage and therefore win (Figure 42. See also chapter 3, Diagram 33: click here).[2]



 Figure 42*
 *Notice that Counter Hits will result in a yellow light effect reflecting on the opponent.




 We have now a choice to obtain Advantage: You block the opponent’s attack or hit your attack. You should be referred to ‘Virtua Fighter 5 Official Web Site[5] for ‘Checklist for Primer’, and would see more detailed analysis of the Advantage in later chapters. The most important message in this chapter is that:

Guarding the opponent's attack is going to be better than attacks from disadvantage in blind acceptance.



4・2 Advantage Bonuses

Counter Hits

 Counter Hits usually result in large advantage, or knock down allowing for further combo opportunity (Figure 43). As mentioned in chapter 2, the difference of frame advantages depends on the period of opponent's recovery.[1] Counter Hits have a damage bonus applied, dependent on the damage of the attack being interrupted:

 ・ 24 pts or less: Regular Counter Hit, 50% Damage Bonus. 
 ・ 25 pts or more: Large Counter Hit, 75% Damage Bonus.


 Figure 43



Side Hit
 A Side Hit occurs when an attack hits the opponent in the side. If it's a Side Normal Hit, it will result in a white light effect (same as for frontal Normal Hits: Figure 44, left), however, if it's a Side Counter Hit, then it will result in a blue light effect (Figure 44, right). While there are no additional damage bonuses for normal Side Hits, they do yield bonus advantages. Depending on the damage of your attack, the following advantage bonuses will apply (Figure 43 vs. 44):

 ・ Up to 14 pts: +2 frame bonus
 ・ Between 15 and 24 pts: +3 frame bonus
 ・ 25 pts or more: +6 frame bonus


 Figure 44



4・3 Notes for Advantage and Disadvantage

Top tip number 1
 As shown in Figure 45, Advantage is realized through the blocked some selected attacks (normal punch P, Akira’s Koboku 214P, etc.).

 Figure 45



Top tip number 2
 As shown in Figure 46, Advantage is realized by being hit with a Low Attack[6] (e.gAoi’s Kusanagi 2K+G) as well as Guard Break Attacks[7] (e.g. Akira’s Gekiho Honko 2P+K+G).

 Figure 46



Top tip number 3
 Attack from a Disadvantage in frame is called as Abare in Japanese. As shown in Figure 47, the use of fast attacks (punch P, Akira’s Jouho Senshou 46P, etc.) from disadvantage is strongly required if you have to vanquish opponent’s set-up using slow attacks (Half or Full Circular Attacks,[8] Akira’s Tankyaku 9K, etc.).[9]

 Figure 47



Top tip number 4
 Notice that 11 frames punch P (Eileen, Pai, Lion and Kage) and Vannesa’s Cut Upper (10 frames execution) would generate an exceptional interrupt in a diverse array of opponent’s set-up, i.e. from P to 14 frames elbow 6P (Figure 48).[9] It seems likely that the interrupt above would be a bolt out of the blue, but you need not have any anxiety. You will meet a highly effective technique against the set-up in chapter 18.[10]

 Figure 48



References
[1] General Properties of Attack
[2] Attack Analysis
[3] VF Moves Project: ttp://vfmoves.blogspot.jp/2012/12/jacky-middle-smash.html
[4] VF Moves Project: ttp://vfmoves.blogspot.jp/2012/12/jeffry-knee-attack.html
[5] Virtua Fighter 5 Official Web Site: ttp://www.virtuafighter.jp/vf5/ima_vf/index.html
[6] Attack Levels 2
[7] Catch Throws and Guard Break Attacks 4
[8] General Properties of Defensive Move
[9] Forced Choice after Counter Hit
[10] Throw Escape followed by Guard

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