Arriving at
・General Properties of Guard Break Attacks
・Guard Break Attacks on a Side Turned Situation
・General Strategy Based on High Guard Break Attacks
・Application of Foot Stance to Guard Break
12・5 General Properties of Guard Break Attacks
Figure 12−13
Figure 12−14
12・6 Guard Break Attacks on a Side Turned Situation
Figure 12−15. click here if you want to see follow-up combo.[6,7]
Figure 12−16. click here if you want to see Supporting Information 1.
Figure 12−17
12・7 General Strategy Based on Guard Break Attacks
Figure 12−18
Figure 12−19
Figure 12−20. click here if you want to see Supporting Information 3.
Figure 12−21
12・8 Application of Foot Stance to Guard Break Attacks
Figure 12−22. click here if you want to see Supporting Information 4.
Table 12−1
References
[1] Fuzzy Guarding 1
[2] Guarding Throw Escape, GTE
[3] Guaranteed Attacks: After Guarding
[4] Fuzzy Guarding 3
[5] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-130.html
[6] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1429
[7] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1066
[8] Catch Throws and Guard Break Attacks 2
[9] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/2651
[10] Supporting Information 2
[11] Advantage and Disadvantage
[12] Anticipating the Coming Moves1
[13] High Throws at Large Advantage
[14] Attack Levels 1
[15] VFRメモ: ttp://vf5r.blog17.fc2.com/blog-entry-882.html
[16] Foot Stance
[17] Guaranteed Attacks: After Whiffing
・General Properties of Guard Break Attacks
・Guard Break Attacks on a Side Turned Situation
・General Strategy Based on High Guard Break Attacks
・Application of Foot Stance to Guard Break
The Guard Break was introduced even in Virtua Fighter 2 (since 1994) and established as Guard Break Attacks during Virtua Fighter 3 (since 2001). Over the past years, the exceptional power of Guard Break Attacks has been demonstrated in a diverse array of practical application to capture various defensive techniques, including Fuzzy Guarding[1] and Guarding Throw Escape.[2] If your character equips with Guard Breaks, it will be of great help to you.
12・5 General Properties of Guard Break Attacks
Guard Break Attack, GBA, is an attack that puts the opponent holding guard G off their balance, causing them to take a few small steps backward, and doesn't knock them down. While the opponent is shaken he is unable to guard and will be vulnerable to throws. The amount of time spent in the shake can’t be reduced by struggling. For example, Akira’s Kaiko 6P+K+G, representative High GBA, yields 15 frames advantage on guard (Figure 12−13). Since Jouho Senshou 46P takes 14 frames to execute, it is therefore guaranteed as a follow-up attack.

Figure 12−13
If Player 1 has just had Wolf’s Push 66P+K blocked by Player 2, Player 1 is at a advantage of 9 frames (Figure 12−14). In this situation, the shake of Player 2 is throwable, so a follow-up 9 frames throw, i.e. Spinebuster 6P+G, would be guaranteed (however, the opponent can always escape it!).[3]

Figure 12−14
12・6 Guard Break Attacks on a Side Turned Situation
In a side turned situation, Guard Break Attacks would be an excessively powerful weapon as being simply and easily used. After recovery phase, the player would be forced to be defenseless for 3 frames.[4] To demonstrate the utility, Player 1 has performed Gekiho Honko 2P+K+G, representative Mid GBA, when Player 2 was side turned (Figure 12−15). Gekiho Honko results in 14 frames advantage on guard, then Player 1 entered Satei 3K+G (16 frames attack): In this scenario, up to 17 (14 + 3 defenseless[4]) frames attacks would be guaranteed as the player 2 cannot elect guarding, evading, dashing, moving, Reversal and Inashi.[5] Gratifyingly, the follow-up, Fukko 3K+GP+K, would be connected in the side turned situation.

Figure 12−15. click here if you want to see follow-up combo.[6,7]
Following the same setup, Player 1 now chooses Teishitsu-Dantai, K+G release G within 1 frame, instead of Satei (Figure 12−16). Player 1 might lament to have lost this golden opportunity of follow-up combo since Player 2 could choose normal crouching (See also chapter 12−2).[8,9]

Figure 12−16. click here if you want to see Supporting Information 1.
You should be careful when Wolf’s Push results in counter hit in a side turned situation. As expected, Push would yield 16 (14[10] + 2 bonus advantages[11]), frames advantage (Figure 12−17). However, as is the case with using eye pokes,[4] Player 2 is able to face forward immediately and will block 17 frames attack in this scenario.

Figure 12−17
12・7 General Strategy Based on Guard Break Attacks
The blocked Rimon Chouchu 66P of Player 2 results in 5 frames advantage of Player 1 (Figure 12−18). Player 2 performed Fuzzy Guarding as it would allow him to avoid 2-choice offense composed of throws and mid attacks. You have to know that Player 2 will be doomed to disappointment: The Guard Break Attack, one of the most powerful weapon in Final Showdown, would easily destroy Fuzzy Guarding.

Figure 12−18
Following the same setup, Player 2 now chooses to counter attack with Teishitsu-Dantai (17 frames attack) instead, but Geimen Tansou 6P+K+G (19 frames attack) wins because it executes faster (Figure 12−19).

Figure 12−19
If Player 2 elects low punch 2P, it will counter hit Player 1 attempting Geimen Tansou (Figure 12−20). However, Player 1 might not worry about the risk if he acquires an art of Anticipating the Coming Moves.[12] The answer is that Lau holds a Fake Kick KG that allows the Player to avoid some throw situations. The Fake Kick is a subject in the next chapter.[13]

Figure 12−20. click here if you want to see Supporting Information 3.
You already know that some selected attacks with crouching detection (e.g. Akira’s Tetsuzankou 466P+K 17 frames attack) would evade Player 1's High Attacks, Geimen Tansou, as well as High Throws (Figures 12−21).[14]

Figure 12−21
12・8 Application of Foot Stance to Guard Break Attacks
In VF5 Final Showdown, Guard Break Attacks should be performed in close proximity to the opponent. A dramatic example occurs in Jean's Nichirin Kyoushitsu 46P+KKPPKPK. In Figure 12−22, Player 1 performed Getsuku Shouken 46P+K against Fuzzy Guarding of Player 2. As expected, Getsuku Shouken puts Player 1 off their balance, but the follow-up, Suiko Gekitsui 46P+KKP, whiff Player 2 meserably.[15]

Figure 12−22. click here if you want to see Supporting Information 4.
You are requested to know why this problem occurred. Once again, you have to remember an important concept of Foot Stance mentioned in chapter 9.[16] Getsuku Shouken 46P+K should be conducted at Closed Stance. The key message here is that:
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To gain a deeper understanding of the problem, you are referred to Table 12−1 shown below. The table gives a list to have forethought, whether Akira's Kaiko is performed well. See chapter 22[17] if you want to put the knowledge to practical use.
Table 12−1

References
[1] Fuzzy Guarding 1
[2] Guarding Throw Escape, GTE
[3] Guaranteed Attacks: After Guarding
[4] Fuzzy Guarding 3
[5] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-130.html
[6] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1429
[7] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/1066
[8] Catch Throws and Guard Break Attacks 2
[9] kanブログ: ttp://kazenogotoku.lolipop.jp/vf5fs/kan/archives/2651
[10] Supporting Information 2
[11] Advantage and Disadvantage
[12] Anticipating the Coming Moves1
[13] High Throws at Large Advantage
[14] Attack Levels 1
[15] VFRメモ: ttp://vf5r.blog17.fc2.com/blog-entry-882.html
[16] Foot Stance
[17] Guaranteed Attacks: After Whiffing
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