Arriving at
・Special High Attacks, SHA
・Special Mid Attack, SMA
・Practice of Special Mid Attack
・Special Low Attack, SLA
・What the Rest of This Chapter
6・10 Special High Attacks, SHA
Figure 6−26. High Kick 6_K
Figure 6−27
Diagram 6−9
Figure 6−28
Diagram 6−10
Figure 6−29
Diagram 6−11
Figure 6−30
Figure 6−31[10]
6・11 Special Mid Attack, SMA(特殊中段打撃)
Figure 6−32
Figure 6−33
Top tip number 5
6・12 Practice of Special Mid Attack
Figure 6−34
Figure 6−35. click here if you want to see follow-up combo 1.
Figure 6−36
Figure 6−37. click here if you want to see follow-up combo 2.
Note
6・13 Special Low Attack, SLA
Figure 6−38.
6・14 What the Rest of This Chapter
・Summary of Chapter 6
・Special High Attacks, SHA
・Special Mid Attack, SMA
・Practice of Special Mid Attack
・Special Low Attack, SLA
・What the Rest of This Chapter
We add Top Tip for recognition of Advantage mentioned in chapter 4.[1] You are referred to 'VF Moves Project (Ed., Akai)' for detailed analysis of attacks in this chapter.[2]
6・10 Special High Attacks, SHA
SHA such as Brad's High Kick 6_K (chapter 1, Figure 1−3: click here),[3] will whiff characters that are merely crouching (Figure 6−26: The strict principle has been revised since Final Showdown. c.f. ref [4]).

Figure 6−26. High Kick 6_K
However, they can hit characters that are executing (Figure 6−27). In other words, SHA will beat even Low Attacks[5] provided it reaches Active Phase[6] first (Diagram 6−9). If High Kick was a normal high attack, then the 2P would have been successful. However, since High Kick (17 frames attack) is Special High and reached Active Phase first, then it beats the Low Attack with crouching detection.

Figure 6−27

Diagram 6−9
Aside from this property, SHA do not afford any additional protection against Low Attacks during their start up, and can still lose out (i.e. get Counter Hit by) a Low Attack (Figure 6−28). In this scenario, Player 2’s 2P wins because it reached Active Phase first, even though the High Kick is a Special High (Diagram 6−10).

Figure 6−28

Diagram 6−10
Notice that there are some exceptions to the theory mentioned above: i.e. Lion’s Attai 2K, Shun’s Gyousentai 2K, etc (Figure 6−29). High Kick reached Active Phase first (Diagram 6−11). However, Attai enter a exceptional crouching detection on their first execution frame, so in the example below Attai wins, even though High Kick is a SHA. You are referred to chapter 8 for a much more detailed analysis of attacks which vanquish SHA.[7]

Figure 6−29

Diagram 6−11
Interestingly, SHAs (such as Jeffry’s Kenka Hook 46P) are often elected as the choice of Guaranteed Attack[8,9] if the opponent is recovering from a low attack with crouching detection (Figure 6−30 and 31). Note that shall hit Recovery Phase as well as the start up of attacks.

Figure 6−30

Figure 6−31[10]
6・11 Special Mid Attack, SMA(特殊中段打撃)
Special Mid Attack, SMA, is a mid attack that can be safely guarded while ducking or standing: e.g. Shun's Chouwan Ryouken 236P, Lau's Shakashou 3P, etc (Figure 6−32). It seems likely that this property makes the attack less powerful as special mids are easier to guard than other mid attacks.

Figure 6−32
As shown in Figure 6−32, Special Mid forces a crouch guarding opponent to stand while breaking their guard. Some SMAs have a follow-up attack. Against a crouch guarding opponent, this follow-up to the special mid will be a guaranteed hit. An example of this is Lau's Renshou Senputai 3PPK. If the Shakashou is guarded by a crouching player, then the follow-up Renshou Senputai is guaranteed to hit (Figure 6−33). You had better choose Renshou Senputai 3PPK only when Renshou 3PP hits the opponent. Delayed 2nd P of Renshou will help you to execute the best possible Hit Confirm.[11]

Figure 6−33
You are requested to see Figure 6−33 once again. In this scenario, Player 1 hit player 2 with Renshou Senputai, but Player 1 is at 4 frames disadvantage. Now we add 5th Top Tip for recognition of Advantage (chapter 4).[1]
Top tip number 5
|
6・12 Practice of Special Mid Attack
The next example reveals another utility of SMA. In Figure 6−34, Player 1 has guessable advantage[13] due to hitting Hyousatai (Teirou Kanpo K). While it is documented as having 16 frames advantage on Normal Hit, it does not mean that any attack that executes in 16 frames (or faster) is guaranteed to connect. Player 2 is allowed to guess between standing or crouching guard, and a follow-up attack (16 frames or faster) from Player 1 is only guaranteed if that guess is incorrect.

Figure 6−34
Player 2 might avoid a decision of standing guard since Player 1 equips Kaiko 6P+K+G, one of the most powerful Guard Break Attack in Final Showdown.[14] A fatal result (i.e. Wall Splat[15]) is a sure to occur if Player 2 elects standing guard (Figure 6−35). You will meet a detailed analysis of Guard Break Attack in chapter 12.[14]

Figure 6−35. click here if you want to see follow-up combo 1.
With the concept of section 6・1[16] in mind, Player 2 now chooses crouching guard (Note: see below) because Kaiko is a type of High Attacks (Figure 6−36). The exceptional utility of SMA will be demonstrated in this situation. In the figure below, Player 1 performs Satei 3K+G (SMA; 16 frames attack), which forces a crouch guarding Player 2 to stand. As Satei is blocked (See section 6・11 above), any Wall Hit Effects will not occur (See also section 6・5[5]). However Satei breaks Player 2’s guard, and Goko Shutsudou 3K+G4P, a string of Satei, will be a guaranteed hit (See also Figure 6−33). Notice that Goko Shutsudou now generates Wall Hit (See also section 6・2).[16]

Figure 6−36
This stun allows combos to connect on normal hit where they otherwise wouldn't. Indeed, Haisetsukou 3K+G4P66P+K will be guaranteed, which results in Wall Slump[15] (Figure 6−37. See also section 6・9[17]). You are referred to ʻkanブログ (Ed., Kan)ʼ for a detailed analysis of combos containing this Wall Slump.[18,19] You may have noticed something else. Player 1 entered 3K+G4P and then done 66P+K: This command input for Haisetsukou would allow a really arduous Hit Confirm at the stage of Goko Shutsudou 3K+G4P which has to generate Wall Hit.[11]

Figure 6−37. click here if you want to see follow-up combo 2.
Note
- As mentioned in section 6・2,[16] Kaiko will hit characters who are crouching and not guarding, which results in 7 frames advantage due to Wall Hit (Supporting Information: click here). However, crouching no guarding might be worthy of the choice in this situation. Player 1's Satei will result in Normal Hit involving Wall Hit, wherein Haisetsukou 3K+G4P66P+K will not be guaranteed.
6・13 Special Low Attack, SLA
A Special Low Attack, SLA, is a low attack that can be guarded while standing (Figure 6−38 left: An example of this is the low punch 2P). Although this makes the attack less powerful as special lows are easier to guard than other low attacks, advantage would be realized by Normal Hit as well as Counter Hit (Figure 6−38 right. cf. Top tip number 2 in chapter 4).[1]

Figure 6−38.
6・14 What the Rest of This Chapter
In chapter 6−1_4, we described some examples of effective utilization of Wall. These strategies would improve your skills dramatically. However, the ordinary demands on attention to the points of classical theories might be ignored if preoccupation with the strategy based on wall would be so great. We have to maintain a proper balance between development and conservation. Hence, you are requested to wait for further discussion of Wall until later chapters.[15]
・Summary of Chapter 6
References
[1] Advantage and Disadvantage
[2] VF Moves Project: ttp://vfmoves.blogspot.jp/
[3] How to Reduce Input Lag
[4] 超法規的大関.Blog: ttp://blog.livedoor.jp/jpsohzeki/archives/50447642.html
[5] Attack Levels 2
[6] General Properties of Attack
[7] Collision Detection
[8] VFDC, Punishing The Cast: ttp://virtuafighter.com/threads/punishing-the-cast.16354/
[9] Guaranteed Attacks: After Guarding
[10] Guaranteed Attacks: After Whiffing
[11] Guaranteed Attacks: Hit Confirm
[12] Youtube, Ed., Johochef: ttp://www.youtube.com/watch?v=FzDF4Ip2WJw
[13] VFDC, Wiki, Hit Effects: ttp://virtuafighter.com/wiki/hit-effects/
[14] Catch Throws and Guard Break Attacks 3
[15] Forced Choice after Wall Hit
[16] Attack Levels 1
[17] Attack Levels 3
[18] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1585
[19] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1574
[1] Advantage and Disadvantage
[2] VF Moves Project: ttp://vfmoves.blogspot.jp/
[3] How to Reduce Input Lag
[4] 超法規的大関.Blog: ttp://blog.livedoor.jp/jpsohzeki/archives/50447642.html
[5] Attack Levels 2
[6] General Properties of Attack
[7] Collision Detection
[8] VFDC, Punishing The Cast: ttp://virtuafighter.com/threads/punishing-the-cast.16354/
[9] Guaranteed Attacks: After Guarding
[10] Guaranteed Attacks: After Whiffing
[11] Guaranteed Attacks: Hit Confirm
[12] Youtube, Ed., Johochef: ttp://www.youtube.com/watch?v=FzDF4Ip2WJw
[13] VFDC, Wiki, Hit Effects: ttp://virtuafighter.com/wiki/hit-effects/
[14] Catch Throws and Guard Break Attacks 3
[15] Forced Choice after Wall Hit
[16] Attack Levels 1
[17] Attack Levels 3
[18] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1585
[19] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1574
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