Arriving at
・Advanced Input for Fuzzy Guarding: Sensuous Fuzzy Guarding
・Side Turned Crouching
・Advanced Input for Fuzzy Guarding: Sensuous Fuzzy Guarding
・Side Turned Crouching
11・6 Advanced Input for Fuzzy Guarding: Sensuous Fuzzy Guarding
Figure 11−9
Diagram 11−5
Diagram 11−6
11・7 Side Turned Crouching
Figure 11−10: click here if you want to see follow-up combo.
Figure 11−11
Figure 11−12
Figure 11−13
Figure 11−14
Figure 11−15
Figure 11−16
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] General Properties of Throw 1
[3] Catch Throws and Guard Break Attacks 1
[4] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-90.html
[5] Advantage and Disadvantage
[6] Attack Levels 1
[7] Attack Levels 2
In the section 11・2[1], 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 delayed Burning Hammer[2] (Diagram 11−5).
Figure 11−9
Diagram 11−5
The attempt will go well if Player 1 returns to the place where he was before: Player 1 has to hold 2nd 3 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.
Diagram 11−6
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.[3] Anyway, Fuzzy Guarding can be combined with a wide variety of other defensive techniques mentioned in later chapters. The key note is that:
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11・7 Side Turned Crouching
The remaining style is side hit and guard. After recovery phase of side hit or guard, the player exposes side for 12 frames period.[4] At 4 frames advantage, Player 1 perfomed 16 frames attack, Satei 3K+G, against Player 2's 12 frames punch P (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 also section 4・2[5]), but the player would be able to face forward immediately.
Figure 11−10: click here if you want to see follow-up combo.
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)
Figure 11−11
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).
Figure 11−12
It will be worthwhile to try natural crouching (section 11・1[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 punch P at the indicated disadvantage. Side Turned Crouching can be combined with Throw Escapes mentioned in later chapters (Side Fuzzy Guarding).
Figure 11−13
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.
Figure 11−14
You already know that some selected attacks with crouching detection (e.g. Blaze’s 46P[6]) or air detection (e.g. Lion’s Senputai 8K[7]) would evade Player 2's 12 frames punch (P or 2P) as well as High Throws (Figures 11−15 and 11−16).
Figure 11−15
Figure 11−16
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] General Properties of Throw 1
[3] Catch Throws and Guard Break Attacks 1
[4] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-90.html
[5] Advantage and Disadvantage
[6] Attack Levels 1
[7] Attack Levels 2
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