Arriving at
・Relationship between Catch and States 1
・Relationship between Catch and States 2
・Relationship between Catch and States 1
・Relationship between Catch and States 2
12・3 Relationship between Catch and States 1
・Catch Throw Execution – Advantage = 15 – 9 = 6
・46P Execution / 2 = 13 / 2 = 6.5
Since 6 is less than 6.5, then the Catch Throw succeeds.[2]
Figure 12−6
・Catch Throw Execution – Advantage = 15 – 9 = 6
・8P+K Execution / 2 = 20 / 2 = 10
Figure 12−7
Diagram 12−5
Figure 12−8. click here if you want to see follow-up combo 1.
12・4 Relationship between Catch and States 2
Figure 12−9. click here if you want to see Supporting Information 1.
Figure 12−10
Figure 12−11. click here if you want to see follow-up combo 2.
Figure 12−12
VFDC Forums
・Unthrowable during some throw ?: ttp://virtuafighter.com/threads/unthrowable-during-some-throw.15993/
References
[1] Attack Levels 1
[2] Catch Throws and Guard Break Attacks 1
[3] Attack Levels 3
[4] Guaranteed Attacks: After Guarding
[5] General Properties of Throw Escapes
[6] VFDC, Wiki, Hit Effects: ttp://virtuafighter.com/wiki/hit-effects/
[7] Catch Throws and Guard Break Attacks 5
You are requested to recall that some selected attacks (Blaze’s High-Speed Jab 46P, Akira’s Chouyoushu 1P, etc.) crouch under High Attacks (chapter 6−1).[1] However, these special type of crouching would not be relied on when the player wish to vanquish Catch Throws at a certain disadvantage. The figure below has Player 1 advantaged by 9 frames (Figure 12−6). While Player 2’s High-Speed Jab enters a kind of crouching detection (not state) on its first execution frame, Player 1’s Catch executes within the first half of the execution of High-Speed Jab (See also Diagram 12−3).
・Catch Throw Execution – Advantage = 15 – 9 = 6
・46P Execution / 2 = 13 / 2 = 6.5
Since 6 is less than 6.5, then the Catch Throw succeeds.[2]
Figure 12−6
The aforementioned explanations are true to the substantive requirements for accomplishment of Catch Throws. In chapter 6−3, we described characteristic features of Jumping Hammer Knuckle 8P+K,[3] which revealed that Blaze enters ground-air state on its 6th execution frame (See also Diagram 6−3). Player 2 treats his attack guarded (−9 frames), and then applied Jumping Hammer Knuckle against Player 1’s Catch.
・Catch Throw Execution – Advantage = 15 – 9 = 6
・8P+K Execution / 2 = 20 / 2 = 10
(Catch Throw Execution - Advantage) is much less than (Attack Execution/2), but Player 2's Jumping Hammer Knuckle wins (Figure 12−7). As mentioned in section 12・1,[2] Catch Throws would connect the opponent on the same level. The frame chart below shows that Catch reaches it's active frames within the first half of the incoming the execution of Jumping Hammer Knuckle, but by the time Blaze reaches the ground-air state (Diagram 12−6).
Figure 12−7
Diagram 12−5
The discussion of Kage’s Fusenjin 3P (23 frames attack) was straightforward since it enters crouching state on its first execution frame. Just as in the earlier example (See also Figure 12−3), Fusenjin results in Recovery Counter Hit, wherein Player 2 would obtain an opportunity to carry out a follow-up combo (Figure 12−8).
Figure 12−8. click here if you want to see follow-up combo 1.
Since exceptional Wolf’s Spinebuster 6P+G execute in 9 frames, such a time that the opponent is unable to attack for this period of time constitutes an opportunity for a Guaranteed Throw.[4] You might feel suspicious about why Player 1 has not performed Spinebuster in examples above. Actually, Spinebuster should be the first choice as the opponent might neglect one's duty to avoid the Guaranteed Throw.[5] However, it's nonsense if you expect failure of the opponent: Even by middle-level players, it would be like searching for a needle in a haystack. As progress, you will probably realize the reason why Wolf choose the mix-up mentioned in previous sections 12・2[2] and 3.
12・4 Relationship between Catch and States 2
In Figure 12−9, Player 1 has 9 frames disadvantage, and then attempts Fusenjin (23 frames attack) against High-Speed Huracanrana 9P+G (26 frames Catch Throw). In contrast to the case in Figure 12−8, Player 1 failed to get an opportunity to do a follow-up combo (Figure 12−9).
Figure 12−9. click here if you want to see Supporting Information 1.
For making this phenomenon easily intelligible, you are requested to see Figure 12−10. Following the same setup, Player 1 now chooses to counter attack with Furikakato Otoshi K+G (22 frames attack) instead of Fusenjin. You might feel strange about the hit effect, Heavy Bound. A Heavy Bound effect has an airborne or crumpled opponent hit hard into the ground and then momentarily stood back up on their feet before eventually falling in a Face Up, Feet Toward position.[6] The observation reveals that Player 1 hit Player 2 during air state of High-Speed Huracanrana.
Figure 12−10
The next example will emphasize a crucial aspect of High-Speed Huracanrana. Had Player 1 tried Engetsugeri 9K+G (30 frames attack) instead, the Catch Throw would have failed (Figure 12−11). Note that Engetsugeri results in Back Flop. The Flop effect indicates that Player 1 hit ground state of High-Speed Huracanrana (click here if you want to see Supporting Information 2). Now, Player 2 could not avoid his horrid fate (at least 82 pts).
Figure 12−11. click here if you want to see follow-up combo 2.
As demonstrated above, there is a important point to do Guaranteed Attacks after whiffing. You should pay attention to the chronological change of the state. The Player has to perform a suitable attack at a proper timing (Figure 12−12, left). If Player 1 enter Teishitsu Dantai (K+G release G within 1 frame) as fast as possible, the opportunity of follow-up combo would go with the wind (Figure 12−12, right). Our message is that:
|
Figure 12−12
The useless of High-Speed Huracanrana might disappoint you but the true value does not lie in the speed of execution. Reconsider the properties of Catch Throw once more: The opponent cannot avoid High-Speed Huracanrana by Fuzzy Guarding (or Throw Escapes). Measures to make good use of Catch Throws will be discussed in chapter 12−5.[7]
VFDC Forums
・Unthrowable during some throw ?: ttp://virtuafighter.com/threads/unthrowable-during-some-throw.15993/
References
[1] Attack Levels 1
[2] Catch Throws and Guard Break Attacks 1
[3] Attack Levels 3
[4] Guaranteed Attacks: After Guarding
[5] General Properties of Throw Escapes
[6] VFDC, Wiki, Hit Effects: ttp://virtuafighter.com/wiki/hit-effects/
[7] Catch Throws and Guard Break Attacks 5
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