Arriving at
・Detection
・Missing of High Attacks
・Missing of Mid Attacks
・Missing of Low Attacks
・Missing of Special High Attacks



 Previous 7 chapters have focused on the Strategy 1 based on Attacks. This chapter provides an overview of Strategy 1, the properties of 'Collision Detection' in particular. This is the first of General Strategy chapters in which we discuss important points that apply to the whole of Virtua Fighter rather than one particular area. We shall find some new principle but main idea is to discover why, in particular situations, some attacks selected closely prove more helpful than others.


 Chapter 4 described a good method for the choice of attacks based on the concept of Advantage,[1] but a question we have deliberately avoided up to this point is Collision Detection of attacks. You need now to understand how to control these issues because the choice of reliable attacks is so important for effective utilization of precious Advantage.



8・1 Detection
 To be satisfied with our plan, we need to recognize that the solution is Detection. Akira’s Costume A is shown in Figure 81 left.[2] The collision will be detected according to not only the naked character (Figure 81 center: highlighted in red) but also one's clothes (Figure 81 right). A long and thoughtful observation reveals that the collision detected might not entirely match with the definition of Costume A. Note that costumes and items have no affects on Detection.

バーチャファイター VF5FS攻略
 Figure 81



8・2 Missing of High Attacks
 We introduced some special type of High Attacks, like Akira’s Chouyoushu 1P, as a brief discussion of the point of crouching detection.[3] Chouyoushu avoided Blaze’s 12 frames punch P at up to 8 frames disadvantage (chapter 61, Figure 66: click here). This result indicate that Chouyoushu enters crouching detection on its 4th execution frame. As a recognition, you are requested to see Figure 82 in which Akira performs Chouyoushu against Wolf’s 12 frames punch P at the indicated disadvantage.

バーチャファイター VF5FS攻略
 Figure 82. top: at −8 frames. down: −9 frames.



 The discussion above was straightforward since Chouyoushu could be used without the influence of opponent’s detection. However, you would recognize that some attacks bearing the crouching detection aren't so simple. When you perform Shun’s Gyou'in Haishu 3P,[4] the touchy subject of crouching detection comes up.[5] At 2 frames advantage, Player 1 attempts Gyou'in Haishu (15 frames attack) against Player 2's 12 frames punch P (Figure 83). As expected, Blaze(Player 2)'s P wins because it executes faster.[6,7]

バーチャファイター VF5FS攻略
 Figure 83



 The next example will emphasize one aspect of Collision Detections. The figure below has Player 1 disadvantaged by 1 frames due to Counter Hit of Rensai Gakushu 46PP (Figure 84. You should recall Top tip number 5 mentioned in chapter 64).[8] Player 1 then decides to carry out Gyou'in Haishu as an attack from disadvantage Abare in Japanese (See also Top tip number 3 in chapter 4).[1] You probably will be surprised to know the unexpected result shown in Figure 84.

バーチャファイター VF5FS攻略
 Figure 84



 These observations reveal that in particular case, the detection of opponent's attack also influences Collision Detections. How should we treat this matter if we take the opposite point of view? The highroad to success is to investigate and find out reliable attacks that can be used theoretically based on your frames advantage. Even if you find highly useful information on the web site (and others), they will not always apply to an example of your character. The free training mode options[9] will help with getting knowledge of the most effective attacks.




8・3 Missing of Mid Attacks
 As described in previous chapters, all the chief difficulties crop up in the situations at Advantage in frames. Here is a case where Player 1's Mid Attack (i.e. Akira’s Yakuho Chouchu 666P[10]) is vanquished by Player 2’s selected attack (i.e. Blaze’s Backswing Rocket 1P+K) as an Abare (Figure 85).[11] Backswing Rocket is one of attacks which contain a detection withdrawing into the background (other examples are Kage’s 44P+K, Pai’s 1P, Lion’s 44K, Aoi’s 44P+Ketc). We need to stop the unruly behavior of Backswing Rocket, which is the subject of this chapter.

バーチャファイター VF5FS攻略
 Figure 85



 In this situation, careful and sensible choice of attack is strongly required. The most reliable attacks would be Jouho Touken 6P (Figure 86). Attempt of Player 1 to beat Player 2 with other Mid Attacks will be doomed according to circumstances (click here if you want to see Supporting Information).

バーチャファイター VF5FS攻略
 Figure 86



 You might be disappointed to know that Kage's 44P+K vanquishes even Jouho Touken (Figure 87. left). Unavoidably, Player 1 would use Low Attack instead of Mid Attack (Figure 87. right).

バーチャファイター VF5FS攻略
 Figure 87



8・4 Missing of Low Attacks
 We have introduced an important principle that Low Attacks would miss the opponent being in air detection even though the attack is active.[12,13] Now you are requested to look at situations where both attacks have no air detection (Figure 88).[14] This situation is best found by watching both players from a birds-eye view (Figure 88. right). While the detection of Player 1’s Front Kick (Threat Stance K, 18 pts, highlighted in red) hit the right shoulder of Player 2 (red circle), Rising Low Kick[15] of Player 2 (20 pts) didn't reach to the left leg of Player 1 (black circle). Therefore, Player 1's attack wins although both attacks execute at the same time (See also chapter 62).[12]

バーチャファイター VF5FS攻略
 Figure 88. left: side view. right: top view.



8・5 Missing of Special High Attacks
 You already know exceptional Low Attacks, such as Lion's Attai 2K, which crouch under Special High Attacks, SHA (chapter 64).[8] This section considers in more depth the point that emerged from the discussions of attacks that vanquish SHA. We want you to predict what will happen if you choose Blaze's High-Speed Jab containing crouching detection in this situation (See chapter 61, section 6・3).[3] As expected, High Kick will beat High-Speed Jab as with the case using normal Low Attacks (Figure 89).

バーチャファイター VF5FS攻略
 Figure 89



 A dramatic example occurs when you choose Akira's Maho Shoukou 33P+K involving no crouching detection (Figure 810). In the example below, Maho Shoukou wins even though High Kick reached Active Phase first. Notice that Maho Shoukou can vanquish High Kick only if each player has the same foot forward: The term Foot Stance will be described in the next chapter.[16]

バーチャファイター VF5FS攻略
 Figure 810



 These results mentioned above clearly show that the knowledge of Collision Detection is crucial for a high degree of effective use of attacks. If you don’t see at once what attack will be useful, you are not alone. Each chapter will strengthen your understanding as you progress (e.g. chapter 25[17]). The most important message in this chapter is that:

you have to be particular about the choice of mid attacks before plunging into an undesired situation.




References
[1] Advantage and Disadvantage
[2] D.K.のVF5通信, 第43回: ttp://www.virtuafighter.jp/dk_43.html
[3] Attack Levels 1
[4] VF Moves Project: ttp://vfmoves.blogspot.jp/
[5] 超法規的大関.Blog: ttp://blog.livedoor.jp/jpsohzeki/archives/50646500.html
[6] General Properties of Attack
[7] Attack Analysis
[8] Attack Levels 4
[9] Training 1
[10] Top Tips for Command Input 2
[11] VF5FS攻略 in メールマガジン, Vol. 1: ttp://melma.com/backnumber_188324_5000357/
[12] Attack Levels 2
[13] Attack Levels 3
[14] D.K.のVF5通信, 第96回: ttp://www.virtuafighter.jp/dk_96.html
[15] Strategy based on General Properties of Rising
[16] Foot Stance
[17] Preliminary to Guaranteed Attack

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