Arriving at
・Weakness Peculiar to Guard Break Attacks
・Fuzzy Guarding followed by Crouching, FGC



12・9 Weakness Peculiar to Guard Break Attacks
 You might think that guard break attacks[1] is a formidable attack, but GBA would go well only when the opponent is at standing guard (including Wall Hit).[2,3] In chapter 123, the player beat GBA with low punch 2P and gained a certain amount of advantage (7 frames, See Figure 1220, click here). That would be a poor return (click here if you want to see Supporting Information).[4]

 A happy choice of attacks is one of the most important methods because almost all of Guard Break Attacks classified into High Attacks.[2] The crucial point of a matter is that the player should hit swiftly with a violent blow to vanquish GBA as well as Delayed Attack.[5] There is no doubt that Akira’s Tetsuzankou 466P+K (17 frames attack) is suitable for the purpose (Figure 1223. See also Figure 1221, click here).

バーチャファイター VF5FS攻略
 Figure 1223



 The sole exception is Akira's Gekiho Honko 2P+K+G which is classified into Special Mid Attack.[6] There's no need to be frightened of the attack. As mentioned chapter 4,[7] the enormous advantage, 10 frames,[8] would be realized by being hit (including counter hit) with Gekiho Honko (Figure 1224).

バーチャファイター VF5FS攻略
 Figure 1224



12・10 Fuzzy Guarding followed by Crouching, FGC
 You might be very depressed as your precious equips no suitable attacks involving crouching detection.[2] Here, we would like to introduce a useful defensive technique called 'fuzzy guarding followed by crouching, FGC'.

 
 @araibear_rascal hijacks Neko Dojo!


 First of all, you should pay attention to the chronological change of the state during standard Fuzzy Guarding (Diagram 126, at 4 frames disadvantage). After inability time, forward crouch dashing takes 7 frames to standing from crouching state. Note that, during the 7 frames, you can rekey command for natural crouching.[9]

バーチャファイター VF5FS攻略
 Diagram 126



 To demonstrate, in the figure below Player 1 has entered an ideal command input for FGC after blocked Jouho Touken 6P (Diagram 127). As you can see, the Catch of Player 2 failed and Youhou 33P was guaranteed on the recovery phase of Catch Throw (Figure 1225):[10] You would remember Sensuous Fuzzy Guarding which was the required technique in the same scenario (chapter 121).[11]

バーチャファイター VF5FS攻略
 Figure 1225

バーチャファイター VF5FS攻略
 Diagram 127



 Following the same setup, Player 2 chooses to counter attack with Screw Hook 63214P instead, but that's successfully blocked by Player 1 using the same input (Figure 1226). Again notice that Player 1 can change his state from crouching to standing over in just 1 frame (Diagram 128, highlighted light blue).[2] In this scenario, the follow-up, Screw Lariat 63214PP, will whiff Player 1 at natural crouching and leave Player 2 vulnerable.

バーチャファイター VF5FS攻略
 Figure 1226

バーチャファイター VF5FS攻略
 Diagram 128



 Now let's return to the main problem of fuzzy guarding followed by crouching. In the example below, Player 1 successfully evades Player 2’s 1-frame delayed Push (17, 16 + 1, frames attack)[12] with 2nd input for crouching (Figure 1227). As mentioned above, Player 1 should rekey 1, 2 or 3 by 7th frame after inability time in order to maintain crouching state (Diagram 129. highlighted light blue). The key note is that:

FGC would allow the player to avoid Guard Break Attacks (the sole exception is Akira’s Kaiko 6P+K+G) as well as normal 2-Choice Offense (composed of throws and up to 16 frames attacks).


バーチャファイター VF5FS攻略
 Figure 1227

バーチャファイター VF5FS攻略
 Diagram 129



 If you are in the position of Player 2, a good answer would be to use slow Mid Attacks compared to the Guard Break Attack. Indeed, 1-frame delayed Heavy Toe Kick 44K+G (17, 16 + 1, frames attack) should beat FGC performed by ideal command input (Figure 1228 and Diagram 1210). Stand Neck Clutch 4K+GP+G, the follow-up, is a typical Hit Throw[13] which is one of the subject in the next chapter.[14]

バーチャファイター VF5FS攻略
 Figure 1228

バーチャファイター VF5FS攻略
 Diagram 1210



Note 1
 In chapter 122, we described the weakness peculiar to Fuzzy Guarding.[15] Low Throws can catch the player during Fuzzy Guarding as the opponent will be in a crouched state. The ‘fuzzy guarding followed by crouching’ might overcome the weaknesses if you combine FGC and Guarding Throw Escape (click here if you want to see the video). In principle, GTE generally involves problems arising from the restriction of command input. It would be worthwhile that the restriction never be a problem in the practice of FGC (See chapter 17).[16]

Note 2
 The truth is, the explanation of Diagrams for FGC would be much more complex. You are referred to ‘超法規的大関.Blog (Ed., Ohzeki)’ for a much more detailed analysis.[17,18]



References
[1] Catch Throws and Guard Break Attacks 3
[2] Attack Levels 1
[3] Forced Choice after Wall Hit
[4] Anticipating the Coming Moves 1
[5] Measures against Defensive Move
[6] Attack Levels 4
[7] Advantage and Disadvantage
[8] Guaranteed Attacks: After Guarding
[9] Fuzzy Guarding 1
[10] Guaranteed Attacks: After Whiffing
[11] Catch Throws and Guard Break Attacks 1
[12] Top Tips for Command Input 2
[13] VFDC, Wiki, Throws: ttp://virtuafighter.com/wiki/throws/
[14] High Throws at Large Advantage
[15] Fuzzy Guarding 2
[16] Guarding Throw Escape, GTE
[17] 超法規的大関.Blog: ttp://blog.livedoor.jp/jpsohzeki/archives/50527747.html
[18] 超法規的大関.Blog: ttp://blog.livedoor.jp/jpsohzeki/archives/50526821.html

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