This chapter follows the style of 'VFDC Wiki
with some revisions which shall add important principles.
2・1 Frame Chart of 12 Frames Punch
It is believed that ‘general properties of attacks
’ had been established even in Virtua Fighter 1
). The motion of any attacks must transition through 3 phases
from start to end (Execution
and Recovery Phase
). Each of 3 phases
is measured in frames. The frame is the smallest unit of graphics display. In Virtua Fighter 5 Final Showdown
, a frame is displayed for 1/60 of one second
, so frames are used as units of time for move executions and recovery. The simplest example that demonstrates ‘general properties of attacks’ would be 12 frames punch P
2・2 Execution Phase
- *Note that Diagram 2−1 above is applicable only when: 1) attacks whiff the opponent (section 2・4) and 2) you are not at recovery (section 2・6).
The punch initiated by pressing P requires 12 frames (from the start until the first frame hit detection) for full arm extension (Figure 2−1). This time, 12 frames in this case, is called as Execution Phase (Section 2・6 considers in more depth the point that emerged from the discussions of Execution Phase).
2・3 Active Phase
When a punch has fully extended, hit detection usually lasts for a small amount of frames, typically 1 or 2. These frames are commonly known as Active Phase. Diagram 2−1 shows 2 active frames. You will see the ‘effective utilization of Active Phase’ in a later chapter.
2・4 Recovery Phase
After the Active Phase, the punching arm continues to retract until the period of ceasing entire attack (Figure 2−2). This final phase is known as Recovery Phase. Diagram 2−1 above shows 14 frames of recovery. When the Recovery Phase ends, you are free to move again.
Notice that the amount of the Recovery Phase mentioned above is applicable only when attacks whiff the opponent.
|In general, increase or decrease of the amount would be observed if the attack hits or is blocked.
For example, Recovery Phase of Lion's Banchu 6P is 21 frames, but it would be prolonged to 24 frames by hitting the opponent (Figure 2−3). In contrast, Kage's Surigeri 2K has 33 frames of recovery, but it would dramatically decrease to 24 frames by hitting the opponent (Figure 2−4).*
from 21 F to 24 F
from 33 F to 24 F
*Note that it is unnecessary to take the influence due to a difference in hit effect, i.e. Normal or Counter Hit.
This property will be a definite factor in making our decision (in chapter 28).
2・5 Total Duration
Total Duration means the length of the entire attack:
Total = Execution + Active + Recovery − 1.| The knowledge of Total Duration of opponent's attacks is one of essential way to be sure of the amount of advantage
2・6 Advanced Knowledge of Execution Phase
if you successfully evade at a certain disadvantage (chapter 31
As shown in Diagram 2
, if you are not at recovery, the execution of punch will be 1 frame behind pressing P.
Similarly, if you enter P
together at the same frame), High Throw
will turned up 1 frame later
. An extremely rare example wherein P
executes immediately, is particularly worthy of attention. This 1 frame
would prove a great boon if you want to use 12 frames punch P
when you are free to move. You are referred to ‘VF5FSレタスメモ
)’ for a much more detailed analysis.
・VF5FS: P+K+G alternative input
・Frame Data: Hitting on Different Active Frames
 VFDC, Wiki, Attacks
 VF Moves Project
 Strategy based on Fall Recovery
Forced Choice after Wall Hit
 Advantage and Disadvantage
General Properties of Defensive Move
 General Properties of Throws 1