12・5 General Properties of Guard Break Attacks
The Guard Break
was introduced even in Virtua Fighter 2
) and established as Guard Break Attacks
during Virtua Fighter 3
). 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
and Guarding Throw Escape
If your character equips with Guard Breaks
, it will be of great help to you.
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.
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!).
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
To demonstrate the utility, Player 1 has performed Gekiho Honko 2P+K+G
, representative Mid GBA
, when Player 2 was side turned (Figure 12
). 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
+ 3 defenseless
) frames attacks would be guaranteed as the player 2 cannot elect guarding, evading, dashing, moving, Reversal
Gratifyingly, the follow-up, Fukko 3K+GP+K
, would be connected in the side turned situation.
. click here if you want to see follow-up combo
Following the same setup, Player 1 now chooses Teishitsu
within 1 frame
, instead of Satei
). 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
. click here if you want to see Supporting Information 1
You should be careful when Wolf
results in counter hit in a side turned situation. As expected, Push
would yield 16
), frames advantage
). However, as is the case with using eye pokes
Player 2 is able to face forward immediately and will block 17 frames
attack in this scenario.
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.
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).
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. 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.
. click here if you want to see Supporting Information 3
You already know that some selected attacks with crouching detection
’s Tetsuzankou 466P+K 17 frames
attack) would evade Player 1's High Attacks
, Geimen Tansou
, as well as High Throws
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
, 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.
. 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
. Getsuku Shouken 46P+K
should be conducted at Closed Stance
. The key message here is that
Success or failure in the attempt of Guard Break Attacks depends upon the Foot Stance.
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 if you want to put the knowledge to practical use.
 Fuzzy Guarding 1
Guarding Throw Escape, GTE
Guaranteed Attacks: After Guarding
 Fuzzy Guarding 3
 Catch Throws and Guard Break Attacks 2
 Supporting Information 2
 Advantage and Disadvantage
Anticipating the Coming Moves1
High Throws at Large Advantage
 Attack Levels 1
 Foot Stance
Guaranteed Attacks: After Whiffing