Arriving at
・ Frame Chart of 12 Frames Punch
・ Execution Phase
・ Active Phase
・ Recovery Phase
・ Total Duration
・ Advanced Knowledge of Execution Phase
2・1 Frame Chart of 12 Frames Punch
Diagram 2−1*
2・2 Execution Phase
Figure 2−1
2・3 Active Phase
2・4 Recovery Phase
Figure 2−2
Figure 2−3 (extension) from 21 F to 24 F
Figure 2−4 (reduction) from 33 F to 24 F
2・5 Total Duration
2・6 Advanced Knowledge of Execution Phase
VFDC Forums
・VF5FS: P+K+G alternative input: ttp://virtuafighter.com/threads/vf5fs-p-k-g-alternative-input.15700
・Frame Data: Hitting on Different Active Frames: ttp://virtuafighter.com/threads/frame-data-hitting-on-different-active-frames.15628/
References
[1] VFDC, Wiki, Attacks: ttp://virtuafighter.com/wiki/attacks/
[2] VF Moves Project: ttp://vfmoves.blogspot.jp/2012/11/akira-chusui_21.html
[3] Strategy based on Fall Recovery
[4] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-668.html
[5] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-988.html
[6] Forced Choice after Wall Hit
[7] Advantage and Disadvantage
[8] General Properties of Defensive Move
[9] General Properties of Throws 1
[10] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-23.html
・ Frame Chart of 12 Frames Punch
・ Execution Phase
・ Active Phase
・ Recovery Phase
・ Total Duration
・ Advanced Knowledge of Execution Phase
This chapter follows the style of 'VFDC Wiki',[1] 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 (since 1993). The motion of any attacks must transition through 3 phases from start to end (Execution, Active 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] (Diagram 2−1).
Diagram 2−1*
- *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).
2・2 Execution Phase
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).
Figure 2−1
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.[3]
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.
Figure 2−2
Notice that the amount of the Recovery Phase mentioned above is applicable only when attacks whiff the opponent.
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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).*
Figure 2−3 (extension) from 21 F to 24 F
Figure 2−4 (reduction) from 33 F to 24 F
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This property will be a definite factor in making our decision (in chapter 28).[6]
2・5 Total Duration
Total Duration means the length of the entire attack:
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The knowledge of Total Duration of opponent's attacks is one of essential way to be sure of the amount of advantage[7] if you successfully evade at a certain disadvantage (chapter 31).[8]
2・6 Advanced Knowledge of Execution Phase
As shown in Diagram 2−1, if you are not at recovery, the execution of punch will be 1 frame behind pressing P. Similarly, if you enter P+G (press P and G together at the same frame), High Throw (chapter 10−1)[9] will turned up 1 frame later. An extremely rare example wherein P+K+G executes immediately, is particularly worthy of attention. This 1 frame would prove a great boon if you want to use 12 frames punch P+K+G when you are free to move. You are referred to ‘VF5FSレタスメモ (Ed., Lettuce)’ for a much more detailed analysis.[10]
VFDC Forums
・VF5FS: P+K+G alternative input: ttp://virtuafighter.com/threads/vf5fs-p-k-g-alternative-input.15700
・Frame Data: Hitting on Different Active Frames: ttp://virtuafighter.com/threads/frame-data-hitting-on-different-active-frames.15628/
References
[1] VFDC, Wiki, Attacks: ttp://virtuafighter.com/wiki/attacks/
[2] VF Moves Project: ttp://vfmoves.blogspot.jp/2012/11/akira-chusui_21.html
[3] Strategy based on Fall Recovery
[4] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-668.html
[5] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-988.html
[6] Forced Choice after Wall Hit
[7] Advantage and Disadvantage
[8] General Properties of Defensive Move
[9] General Properties of Throws 1
[10] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-23.html
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