Arriving at
・General Properties of Catch Throws: Connect the Same Level!
・General Strategy Based on Catch Throws
12・1 General Properties of Catch Throws: Connect the Same Level!
Figure 12−1
Diagram 12−1
Diagram 12−2
12・2 General Strategy Based on Catch Throws
Figure 12−2
Diagram 12−3
Since (Catch Throw Execution – Advantage) is equal to (Attack Execution/2), then the Catch Throw succeeds.
Figure 12−3
Figure 12−4
Figure 12−5
Diagram 12−4
VFDC Forums
・Unthrowable during some throw ?: ttp://virtuafighter.com/threads/unthrowable-during-some-throw.15993/
References
[1] VFDC, Wiki, Throws: ttp://virtuafighter.com/wiki/throws/
[2] General Properties of Throw 1
[3] Attack Levels 1
[4] Fuzzy Guarding 1
[5] Fuzzy Guarding 3
[6] General Properties of Throw Escapes
[7] Guarding Throw Escape, GTE
[8] General Properties of Roll Recovery
[9] Attack Levels 2
[10] Guaranteed Attacks: After Whiffing
[11] General Strategy 2: Anticipating the Coming Moves
・General Properties of Catch Throws: Connect the Same Level!
・General Strategy Based on Catch Throws
Chapter 12 is about Catch Throws[1] and Guard Break Attacks. Given that these two categories are quite different, you might be wondering why they are treated in same chapter. The answer is that some regulation of Throws[2] would be mitigated with both Catch Throws and Guard Break Attacks.
12・1 General Properties of Catch Throws: Connect the Same Level!
Catch Throws was first introduced in Virtua Fighter 3 (since 1996), and was established in Virtua Fighter 4 (since 2001). Depending on the character, Catch Throws have a variety of execution speeds. There are similarities between Catch Throws and Normal Throws: the essential condition is that the opponent should be on the same level, standing or crouching state.[3]
In Figure 12−1, Player 1 has 4 frames advantage, and then attempts Catch 46P+G (15 frames Catch Throw) against Fuzzy Guarding[4] of Player 2. You would not get upset by the expected result. Notice that the last frame of active phase of Catch is made to agree with the 1st frame of Player 1's recovered standing state (Diagram 12−1, highlighted light blue).
Figure 12−1
Diagram 12−1
We promised in the last chapter that an effective use of Sensuous Fuzzy Guarding would appear and here it is.[5] Since all of Catch Throws are inescapable by Throw Escape,[6] in this scenario, Sensuous Fuzzy Guarding would be the best way to avoid Wolf's mix-up, including exceptional 9 frames High Throw (Diagram 12−2). You will see another defensive technique, Fuzzy Guarding Throw Escapes, in chapter 17.[7]
Diagram 12−2
What a remarkable phenomenon, in selected situations, Catch Throws would miss though the opponent has reached recovered standing state. The only exception is that Catch Throws cannot connect the opponent being at the 1st frame of standing state via side-roll recovery, namely 4th frame.[8]
12・2 General Strategy Based on Catch Throws
The figure below has Player 1 advantaged by 9 frames due to blocking Player 2's
Senzankou 66P+K (Figure 12−2). Player 2 then attempts standing 12 frames punch P, Player 1 has followed up with Catch. Similar to the previous example mentioned in the section 10・2,[2] the Catch Throw began executing first, and by the time it reaches it's active frames there's an attack incoming (Diagram 12−3). However, since this is a Catch Throw and it reached it's active frames within the first half of the incoming attack's execution (highlighted light blue), the Catch Throw succeeds.
Figure 12−2
Diagram 12−3
We can represent the success of a Catch Throw versus an Attack (or a Throw) with the following formula:
(Catch Throw Execution – Advantage) is less than or equal to (Attack or Throw Execution/2).
・Catch Throw Execution – Advantage = 15 – 9 = 6
・P Execution / 2 = 12 / 2 = 6
(Catch Throw Execution – Advantage) is less than or equal to (Attack or Throw Execution/2).
・Catch Throw Execution – Advantage = 15 – 9 = 6
・P Execution / 2 = 12 / 2 = 6
Since (Catch Throw Execution – Advantage) is equal to (Attack Execution/2), then the Catch Throw succeeds.
Had Player 2 tried a low punch 2P instead, Catch would have failed (Figure 12−3). The low punch enters a crouching state on the first execution frame[9] and Catch Throws cannot connect opponent being on the different level, so 2P wins. In previous version of Virtua Fighter 5, 2P would have Normal Hit, but now result in Recovery Counter Hit.[10]
Anyway, Player 1 might not worry about the risk if he acquires an art of Anticipating the Coming Moves. Player 1 will probably make the preparations for an input of Fuzzy Guarding against the expected 2P Hit. The strategy based on Anticipating the Coming Moves is a subject in chapter 15.[11]
Figure 12−3
Player 2 might attempt forward crouch dashing as FCD could be insured against the risk (Figure 12−4). Actually, FCD is not necessarily a bad move and might allow Player 2 to avoid all High Throws, including Catch Throws, if it combined with Throw Escapes (click here if you want to see Supporting Information).[6]
Figure 12−4
Following the same setup, Player 1 now chooses to counter attack with
Screw Lariat 63214PP instead (Figure 12−5). You already know that FCD involves 6 frames of inability time to act.[4] In this scenario, Player 2 cannot block Player 1’s attack that requires execution of up to 15 frames (Diagram 12−4). Our message is that:
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Figure 12−5
Diagram 12−4
VFDC Forums
・Unthrowable during some throw ?: ttp://virtuafighter.com/threads/unthrowable-during-some-throw.15993/
References
[1] VFDC, Wiki, Throws: ttp://virtuafighter.com/wiki/throws/
[2] General Properties of Throw 1
[3] Attack Levels 1
[4] Fuzzy Guarding 1
[5] Fuzzy Guarding 3
[6] General Properties of Throw Escapes
[7] Guarding Throw Escape, GTE
[8] General Properties of Roll Recovery
[9] Attack Levels 2
[10] Guaranteed Attacks: After Whiffing
[11] General Strategy 2: Anticipating the Coming Moves
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