Arriving at
・ 1-Frame Delay and 0-Frame Delay

 Since the pioneering work of Kazu Yuki[1] and Ohzeki,[2] internal processing of command input has emerged as one of the most important research area in Virtua Fighter systems. A proper understanding of the difference between internal processing of 66[3] and that of 33 will help you in a variety of situations.

5・5 Internal Processing for Imaginary Crouching State
 You have already seen a kind of attacks, such as Lau’s Shajoushou 2_3P,[4] that require crouching state (Figure 58).[5] These attacks have to be performed under the condition of crouching thoroughly.

 Figure 58

 The undesired result, i.e. Shakashou 3P, will be obtained if you enter P on halfway to crouching state from standing conditions (Figure 59. cf. chapter 111[6]). How do you get around this when you want to use this type of attacks under standing conditions?

 Figure 59

 In Virtua Fighter system, Crouch Dashing commands (33 or 11) can be used to afford internal processing for imaginary crouching state. The exceptional utility of Shajoushou contributes to our particular interest. The figure below has Player 1 advantaged by 16 frames due to blocking Player 2's Middle Smash Sword 6PK (Figure 510). Given that Shajoushou executes in 16 frames (15+1 frame. see below), then Shajoushou is guaranteed (chapter 22).[7] However, even this is not the end as, in this scenario (Recovery Counter Hit[7] of Shajoushou), Renkan Ko'enshou 2_3PP+K is guaranteed to connect.

 Figure 510. click here if you want to look at actual command input.

 An important point is hidden as in the example above. Similar to examples in section 5・4, initial 3 (marked red in Diagram 512) motion for Shajoushou can be earlier than 12 frames before Input Buffer ends.[3,8] On the other hand, the 2nd 3_ (marked blue in Diagram 512) for internal crouching must be exceptionally in the Input Buffer.[1,9]

 Diagram 512

 If you enter Crouching Dash command before Input Buffer, Shajoushou would be translated to Shakashou 3P (Figure 511 and Diagram 513).

 Figure 511. You are requested to click the figure, which help you to check command input.

 Diagram 513

 You might be disappointed to know that 1-Frame Delay[3] would be unavoidable in the case of performing Shajoushou under standing state (Note. see below). In this respect, it contrasts with Junho Chushou 33P that can be performed without any waste of extra frames (See also section 5・4).[3] Our message is that:

internal processing for imaginary crouching state requires the extra 1 frame.

 In the previous version of Virtua Fighter 5, Ohzeki reported that there were only a few 0-Frame Delayed Attacks, i.e. Lau’s Shajoushou (just mentioned above) and Brad's Rising Upper,[10] in which these attacks had been performed in a special manner.[11] Everybody acknowledges his reliable researches using Tool-Assistance to the solution of a variety of questions about Virtua Fighter system. Unfortunately, the practical use of 0-Frame Delayed Shajoushou had been hardly realized. In addition, the detailed system of Final Showdown is unknown even today. Hence, it would be safer to consider 1-Frame Delay unavoidable.

 The next example of set-up with Vanessa’s Crush Jaw (while standing) P[4] reveals new top tips of command input. The figure below has Player 1 advantaged by 2 frames,[12] and then attempts Crush Jaw (13+1 frames attack) against Player 2's 12 frames punch (Figure 512).

 Figure 512

 However, there is a subtle, tricky issue to worry about. Player 1 must enter P on halfway through standing from imaginary crouching state. In other words, the input would be that: enter Crouch Dashing commands, and subsequently tap P after holding joystick neutral 5, hilighted light blue (Diagram 514). Needless to say, P for Crush Jaw has to be entered within the period of Input Buffer. These inputs look quite tough, doesn't it?

 Diagram 514

 Ohzeki found a 'magic bullet' that enables to overcome the difficulty (Diagram 515).[13] All you have to do is enter 36P within Input Buffer. If so, you will obtain an extremely powerful mid attack, Crush Jaw (Figure 513).

 Diagram 515

 Figure 513click here if you want to look at actual command input.

 This figure above is worth looking at again as there are additional command input tips. As Player 1 was free to move, his care in observing the rules of input, i.e. Guard Buffering described in section 5・2,[8] amounted to a kind of religiousness (click here if you want to look at actual command input). Furthermore, you would recognize another G that seems to be insignificant (See Diagram 515). This extra G is one of practical topics for command inputs which will be demonstrated in the next section.[14]

[1] 1/60: Regretfully, the site has been closed.
[2] 超法規的大関.Blog: ttp://
[3] Top Tips for Command Input 2
[4] VF Moves Project: ttp://
[5] Attack Levels 1
[6] Fuzzy Guarding 1
[7] Guaranteed Attacks: After Guarding
[8] Top Tips for Command Input 1
[9] VF5FSレタスメモ: ttp://
[10] 超法規的大関.Blog: ttp://
[11] 超法規的大関.Blog: ttp://
[12] Advantage and Disadvantage
[13] 超法規的大関.Blog: ttp://
[14] Top Tips for Command Input 4

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