Arriving at
・Conditions for High Throws
・High Throws: Execution and Total Duration
・Caution Point of Attacks against Throw
・Exception of Conditions for High Throws
10・1 Conditions for High Throws
High Throws connect when the Opponent is:
・Standing state, but not attacking (i.e. recovering, evading,[2] blocking, dashing, moving)
・Recovering from a missed throw attempt (high or low)
・Performing a Reversal or Inashi[3]
High Throws miss when the Opponent is:
・Crouching state (after 5th frame of crouch dashing, after 7th frame of normal crouching,[4] crouching guard or passive)
・Executing an attack, including Sabaki, Fake Kick[5]
・Staggered (an exception. See below: section 10・4)
・Crumpled
・Stunned (some exceptions)
・Air state
・Throw Escape[6] (in the case with correct direction entered)
10・2 High Throws: Execution and Total Duration
Table 10−1
Figure 10−1
Diagram 10−1
Figure 10−2
Diagram 10−2
・Commentary on Section 10・2
10・3 Caution Point of Attacks against Throw
Figure 10−3
Figure 10−4
10・4 Exception of Conditions for High Throws
Figure 10−5
VFDC Forums
・Distance Affects the Speed of Throws?: ttp://virtuafighter.com/threads/distance-affects-the-speed-of-throws.16194/
・Are all throw ranges the same?: ttp://virtuafighter.com/threads/are-all-throw-ranges-the-same.17960/
References
[1] VFDC, Wiki, Throws: ttp://virtuafighter.com/wiki/throws/
[2] General Properties of Defensive Move 1
[3] Reversal Followed by Throw Escape
[4] Fuzzy Guarding 1
[5] High Throws at Large Advantage 4
[6] General Properties of Throw Escape
[7] General Strategy 1: Collision Detection
[8] Strategy 1
[9] Guaranteed Throw and Attack
[10] General Strategy 3: Brief Discussion of Defensive Techniques
[11] Top Tips for Command Input 3
[12] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-1103.html
・Conditions for High Throws
・High Throws: Execution and Total Duration
・Caution Point of Attacks against Throw
・Exception of Conditions for High Throws
The basic conditions for ‘Throws' hadn't been changed (Virtua Fighter 1. since 1993), but those used today was established in Virtua Fighter 4 (since 2004).
10・1 Conditions for High Throws
The essential conditions for High Throws are as follows:[1]
High Throws connect when the Opponent is:
・Standing state, but not attacking (i.e. recovering, evading,[2] blocking, dashing, moving)
・Recovering from a missed throw attempt (high or low)
・Performing a Reversal or Inashi[3]
High Throws miss when the Opponent is:
・Crouching state (after 5th frame of crouch dashing, after 7th frame of normal crouching,[4] crouching guard or passive)
・Executing an attack, including Sabaki, Fake Kick[5]
・Staggered (an exception. See below: section 10・4)
・Crumpled
・Stunned (some exceptions)
・Air state
・Throw Escape[6] (in the case with correct direction entered)
A throw miss animation occurs and your character will be vulnerable.
10・2 High Throws: Execution and Total Duration
In Virtua Fighter 5 Final Showdown, High Throws execute in 10 frames (with some exceptions). The most important message in this chapter is that:
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The Execution and Total Duration of High Throws are shown in Table 10−1 (detected by Nachi Nozawa).
Table 10−1
In chapter 8, we have already introduced the unruly behavior of Blaze's Backswing Rocket 1P+K, in which the optimistic choice of mid attacks had brought the sad result.[7] We want you to predict what will happen if you choose High Throws in this situation.
Case 1
The figure below has Player 1 advantaged by 4 frames[8] due to hitting with PK (Figure 10−1. See also Figure 8−5). Subsequently, Player 1 endeavors to throw by using F5 8624P+G. The frame chart below shows that F5 started executing first, but there's an attack start up phase of Backswing Rocket by the time when F5 reaches its active (grab) frames (Diagram 10−1). As expected, F5 fails and Backswing Rocket hits Player 1 during the recovery phase of F5 (Recovery Counter Hit[9]). Notice that the Total Duration of F5 is longer than typical High Throws (Table 10−1).
The figure below has Player 1 advantaged by 4 frames[8] due to hitting with PK (Figure 10−1. See also Figure 8−5). Subsequently, Player 1 endeavors to throw by using F5 8624P+G. The frame chart below shows that F5 started executing first, but there's an attack start up phase of Backswing Rocket by the time when F5 reaches its active (grab) frames (Diagram 10−1). As expected, F5 fails and Backswing Rocket hits Player 1 during the recovery phase of F5 (Recovery Counter Hit[9]). Notice that the Total Duration of F5 is longer than typical High Throws (Table 10−1).
Figure 10−1
Diagram 10−1
Case 2
Following the same setup, Player 1 now chooses Heaven's Impact 63214P+G instead of F5 (Figure 10−2). Notice that the end of the Recovery phase of Heaven's Impact is faster compared to the Active phase of Backswing Rocket, even though Player 1 have only 4 frames advantage over Player 2 (Diagram 10−2). Player 1's throw would miss but Player 2's Backswing Rocket should be blocked. Now Player 1 can punish Player 2 with a up to 13 frame attack called Guaranteed Attack (chapter 21).[9]
Following the same setup, Player 1 now chooses Heaven's Impact 63214P+G instead of F5 (Figure 10−2). Notice that the end of the Recovery phase of Heaven's Impact is faster compared to the Active phase of Backswing Rocket, even though Player 1 have only 4 frames advantage over Player 2 (Diagram 10−2). Player 1's throw would miss but Player 2's Backswing Rocket should be blocked. Now Player 1 can punish Player 2 with a up to 13 frame attack called Guaranteed Attack (chapter 21).[9]
Figure 10−2
Diagram 10−2
As mentioned above, Heaven's Impact 63214P+G (65 pts) shows a discernible usefulness in this situation, although it affords 10 pts of less damage compared to F5 8624P+G (75 pts). A fact worthy of note is that these throws have the same last direction 4 that has important implications for Throw Escape (chapter 16).[5] In addition, you will meet a more advanced strategy in chapter 20.[10]
・Commentary on Section 10・2
10・3 Caution Point of Attacks against Throw
As mentioned in the last section, Attack from disadvantage should actually beat opponent’s High Throw. However, have you ever had experience in which opponent’s High Throw connect though you pressed an attack button during recovery? You need to be careful if you are at a disadvantage of 9 frames. The figures below show that Player 2’s Sunrise Knee (Rocket Discharge K) results in a Counter Hit, Player 1 is at a disadvantage of 9 frames (Figure 10−3).
Figure 10−3
With 9 frames of disadvantage, and knowing that Player 2's High Throw execute in 10 frames (Table 10−1), then Player 1 is able to beat any of Player 2's High Throw with any attack. However, Player 1's attempt to attack against High Throw with Renkan Ko'enshou 32_3PP+K might fail miserably (Figure 10−4).
Figure 10−4
You already know that 1-Frame Delay would be unavoidable in the case of performing Shajoushou 32_3P under standing state, while Junho Chushou 33P that can be performed without any waste of extra frames (chapter 5−3).[11] In this scenario, internal processing for imaginary crouching state requires the extra 1 frame. Therefore, Player 2's High Throw connected before the start up of Shajoushou 32_3P.
10・4 Exception of Conditions for High Throws
We promised in section 10・1 that an exception of conditions for High Throws would appear and here it is. High Throws can connect when the opponent is in the end of recovering from stagger caused by throws (i.e. Pai’s Sei'en Katou 2_4P+G, Ensei Shoutai 33P+G, etc). In this case, followed High Throws would be a kind of Guaranteed Throw: Note the Health Bar shown in Figure 10−5. You are referred to ‘VF5FSレタスメモ (Ed., Lettuce)’ for a much more detailed analysis.[12]
Figure 10−5
VFDC Forums
・Distance Affects the Speed of Throws?: ttp://virtuafighter.com/threads/distance-affects-the-speed-of-throws.16194/
・Are all throw ranges the same?: ttp://virtuafighter.com/threads/are-all-throw-ranges-the-same.17960/
References
[1] VFDC, Wiki, Throws: ttp://virtuafighter.com/wiki/throws/
[2] General Properties of Defensive Move 1
[3] Reversal Followed by Throw Escape
[4] Fuzzy Guarding 1
[5] High Throws at Large Advantage 4
[6] General Properties of Throw Escape
[7] General Strategy 1: Collision Detection
[8] Strategy 1
[9] Guaranteed Throw and Attack
[10] General Strategy 3: Brief Discussion of Defensive Techniques
[11] Top Tips for Command Input 3
[12] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-1103.html
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