Arriving at
・ 1-Frame Delay and 0-Frame Delay
5・4 1-Frame Delay and 0-Frame Delay
Figure 5−3
Figure 5−4. click here if you want to look at actual command input.
Diagram 5−8
Diagram 5−9*
*Notice that the the first frame of Input Buffer (highlighted yellow) is the special permission for input.
Figure 5−5. click here if you want to look at actual command input.
Figure 5−6. click here if you want to look at actual command input.
Diagram 5−10
Figure 5−7. click here if you want to look at actual command input.
Diagram 5−11*
*Notice that the the first frame of Input Buffer (highlighted yellow) is the special permission for input.
[2] Top Tips for Command Input 1
[3] General Properties of Attacks
[4] Attack Analysis
[5] Advantage and Disadvantage
[6] Training 1
・ 1-Frame Delay and 0-Frame Delay
The rule of Frame Delay has been simplified in Virtua Fighter 5 Final Showdown, so you had better confirm the system once again. You are referred to 'VF Moves Project (Ed., Akai)' for detailed analysis of attacks in this chapter.[1]
5・4 1-Frame Delay and 0-Frame Delay
In section 5・1, we described an important concept: a button of the attack command have to enter within Input Buffer.[2] This section considers in more depth the point that emerged from the discussions of command input. Now we shall introduce a top tip for command input: you can start to enter the direction portion before Input Buffer. An example of this is Jean performing Gyaku Seikenzuki 66P. The figure below has Player 1 advantaged by 4 frames due to blocking Player 2's Hiji'uchi 6P (Figure 5−3).
Figure 5−3
Player 1 then attempts Gyaku Seikenzuki (15 frames attack) against Player 2's 11 frames punch. Both attacks are supposed to reach their Active Phase[3] at the same time, and Player 1 should win because Gyaku Seikenzuki do more damage than normal punch (See chapter 3).[4] You might be surprised seeing the result that was the other way (Figure 5−4).
Figure 5−4. click here if you want to look at actual command input.
You have to look at actual command input of Player 1 carefully. Player 1 keeps the top tip for command input in mind, and starts to enter the direction portion (marked red 6 in Diagram 5−8) before the first frame of Input Buffer (highlighted yellow). However, there is a delay of 1 frame though Player 1 entered attack command P within Input Buffer. This is called 1-Frame Delay.
Diagram 5−8
How do you get around 1-Frame Delay? The answers are shown in Diagram 5−9. All you have to do is enter Dash Command 66 not later than the first frame of Input Buffer. By using this method, you can avoid 1-Frame Delay so Gyaku Seikenzuki starts executing in the fastest time possible (Figure 5−5).
Diagram 5−9*
*Notice that the the first frame of Input Buffer (highlighted yellow) is the special permission for input.
Figure 5−5. click here if you want to look at actual command input.
The next example will emphasize one aspect of Frame Delay system, in which Akira is performing Yakuho Chouchu 666P. The figure below has Player 1 advantaged by 3 frames (See chapter 4, Figure 4−5: click here).[5] Subsequently, Player 1 attempts Yakuho Chouchu (15 frames attack) against Player 2's 12 frames punch (Figure 5−6). Although Player 1 started to enter Dash Command (marked red 66 in Diagram 5−10) before Input Buffer, a delay of 1 frame has existed. The reason for this 1-Frame Delay is that the last input 6 is left behind in the period of Input Buffer.
Figure 5−6. click here if you want to look at actual command input.
Diagram 5−10
There is a simple solution to this serious problem. The most important message in this chapter is that:
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Indeed, you would obtain the best result by using this input method (Figure 5−7 and Diagram 5−11). This technique mentioned in this section is called 0-Frame Delay (See also chapter 7).[6]
Figure 5−7. click here if you want to look at actual command input.
Diagram 5−11*
*Notice that the the first frame of Input Buffer (highlighted yellow) is the special permission for input.
References
[1] VF Moves Project: ttp://vfmoves.blogspot.jp
[2] Top Tips for Command Input 1
[3] General Properties of Attacks
[4] Attack Analysis
[5] Advantage and Disadvantage
[6] Training 1
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