Arriving at
・Practical use of Fuzzy Guarding
・Weakness Peculiar to Fuzzy Guarding
・Practical use of Fuzzy Guarding
・Weakness Peculiar to Fuzzy Guarding
11・4 Practical use of Fuzzy Guarding
Figure 11−6
Figure 11−7
11・5 Weakness Peculiar to Fuzzy Guard
Figure 11−8
Diagram 11−4
VFDC Forums
・Fuzzy Guarding: ttp://virtuafighter.com/threads/fuzzy-guarding.16210/#post-327036
・Crouch Dash Fuzzy Option Select: ttp://virtuafighter.com/threads/crouch-dash-fuzzy-option-select.16680/
References
[1] Fuzzy Guarding 1
[2] Top Tips for Command Input 1
[3] General Properties of Throws 1
[4] Fuzzy Guarding 3
[5] Catch Throws and Guard Break Attacks 3
We continue with Fuzzy Guarding because this is one of the most important concepts that can play a major role within the VF system. As mentioned in section 11・2, Forward Crouch Dashing (FCD) involves 6 frames of inability time to act (See also Diagram 11−3).[1] In other words, you can input some other commands without being troubled by opponent's mix-up composed of Mid Strikes and High Throws. As a practical example, we introduce ‘Fuzzy Guard followed by Abare (FGA)’ here. FGA is performed by crouching 33 (or 32_3), immediately followed by holding G, then input additional attack command.
To demonstrate, in the figure below Player 1 has entered a crouch dashing input 32_3 during the recovery of Rimon Chouchu 66P (Figure 11−6). Subsequently, Player 1 performed the command of Jouho Senshou 46 using Guard Buffering,[2] then tapped P. As you can see, the High Throw of Player 2 failed and Jouho Senshou was guaranteed on the recovery phase of High Throw.[3]

Figure 11−6
Following the same setup, Player 2 now chooses to counter attack with a Elbow Butt 6P instead, but that's successfully blocked by Player 1 using the same input. Note that Player 1's Jouho Senshou was not executed after blocking of Player 2's Elbow Butt (Figure 11−7).

Figure 11−7
FGA might sound like a bit much to take in all at once, so letʼs have a look at the technique in our video from late 2010. Anyway, Fuzzy Guarding can be combined with a wide variety of other defensive techniques mentioned in later chapters.
11・5 Weakness Peculiar to Fuzzy Guard
Fuzzy Guarding is a formidable defensive technique in the position of advantaged playerʼs viewpoints. 2-Choice offense (Nitaku in Japanese), a mix-up composed of Mid Strikes and High Throws, has become the word that symbolized the VF Domain. Unfortunately, it seems likely that traditional 2-choice offense is largely impotent against the Fuzzy Guarding (See Figure 11−6 and 7). How should we treat the advantage if we take the opposite point of view?
Fuzzy Guard will be thwarted if you slightly delays the throw attempt rather than doing it at the earliest possible moment (cf. chapter 11−3).[4] As well, some characters possess Low Throws with which they can catch you during fuzzy guarding (since the opponent will be in a crouched state: See Figure 11−8 and Diagram 11−4). Alternatively, the exceptional power of Guard Break Attacks has been demonstrated in Final Showdown (chapter 12).[5]

Figure 11−8

Diagram 11−4
On this stage, if you choose a few offensive techniques, it would be inefficient because the extra choice will increase the condition of being contrary to our forecasts. Our point of view is that:
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VFDC Forums
・Fuzzy Guarding: ttp://virtuafighter.com/threads/fuzzy-guarding.16210/#post-327036
・Crouch Dash Fuzzy Option Select: ttp://virtuafighter.com/threads/crouch-dash-fuzzy-option-select.16680/
References
[1] Fuzzy Guarding 1
[2] Top Tips for Command Input 1
[3] General Properties of Throws 1
[4] Fuzzy Guarding 3
[5] Catch Throws and Guard Break Attacks 3
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