・Advanced Input for Fuzzy Guarding: Sensuous Fuzzy Guarding
・Side Turned Crouching
11・6 Advanced Input for Fuzzy Guarding: Sensuous Fuzzy Guarding
In the section 11・2, you might think that all the practice up until now will be wasted. Please don't be disappointed in that. The figure below has Player 1 disadvantaged by 4 frames due to blocking Jouho Touken 6P (Figure 11−9). Player 1 then attempts Fuzzy Guarding to avoid both Player 2's mix-up composed of High Throws and Mid Strikes. However, this challenge would be a failure because Player 2 equips 17 frames throw, 1frame delayedBurning Hammer (Diagram 11−5).
The attempt will go well if Player 1 returns to the place where he was before: Player 1 has to hold 2nd3 and then return to neutral 5 at a proper timing (Sensuous Fuzzy Guarding: See Diagram 11−6). Needless to say, neutral 5 should be entered until 13th frame (highlighted light blue) to block mid attacks, i.e. elbow.
You might feel that Sensuous Fuzzy Guarding is not particularly necessary. Indeed, some other defensive techniques substitute for Sensuous Fuzzy Guarding in various situations. However, considering that Player 2 (Wolf) also equips Catch 46P+G, Sensuous Fuzzy Guarding would help us avoid a troublesome situation. The Catch Throw is the subject in the next chapter. Anyway, Fuzzy Guarding can be combined with a wide variety of other defensive techniques mentioned in later chapters. The key note is that:
in Final Showdown, the skill of counting the proper timing will help you.
11・7 Side Turned Crouching
The remaining style is side hitand guard. After recovery phase of side hit or guard, the player exposes side for 12 frames period. At 4 framesadvantage, Player 1 perfomed 16 frames attack, Satei 3K+G, against Player 2's 12 frames punchP (Figure 11−10). As expected, Player 1's Satei hits Player 2 in side: 4 frames advantege + 12 frames = up to 16 frames attack hits the opponent in side, click here if you want to see Supporting Information). You should be careful when eye pokes (e.g. Jackey’s Bil Jee 6P+K) result in hit onto a side turned situation. As expected, eye pokes would yield frame bonus advantages (See alsosection 4・2), but the player would be able to face forward immediately.
In addition, after recovery phase, the player would be forced to be defenseless for 3 frames: the player cannot elect guarding, evading, dashing, moving, Reversal and Inashi. Thus, forward crouch dashing takes 8 frames to crouch from standing so natural crouching is actually 1 frame faster than FCD. Note that the player cannot avoid High Throws with crouching even if you are at −4 frames on a side turned situation (Figure 11−11: See also the video, click here)
When you have, for example, −9 frames on a side hit (not guard) situation, 12 (9 + 3) frames attack will connect if you simply attempt to standing guard (Figure 11−12).
It will be worthwhile to try natural crouching (section 11・1) during the forced 3 frames (Side Turned Crouching). As a recognition, you are requested to see Figure 11−13 in which Player 1 performs natural crouching against Player 2’s 12 frames punchP at the indicated disadvantage. Side Turned Crouching can be combined with Throw Escapes mentioned in later chapters (Side Fuzzy Guarding).
Following the same setup, Player 2 now chooses 2P instead, and the attack will connect even though Player 1 attempt to crouching guard (Figure 11−14). You would find that it was likely to prove a very tragical sight in the video below.
You already know that some selected attacks with crouching detection (e.g. Blaze’s 46P) or air detection (e.g. Lion’s Senputai 8K) would evade Player 2's 12 frames punch (P or 2P) as well as High Throws (Figures 11−15 and 11−16).