・Changing the Timing of Recovery Phase: Offensive Position
・Changing the Timing of Recovery Phase: Defensive position
・Normal Fuzzy Guarding followed by Evade, n-FGE
・Summary of Recovery Phase
13・3 Changing the Timing of Recovery Phase: Offensive Position
We started with concepts of High Throws at large advantage in the previous sections, in which we have already introduced properties of Side Kicks with follow-up attacks. We continue with ‘Recovery Phase of Attacks involving follow-up’ because this is one of the most important concepts that can play a major role within the Virtua Fighter system.
In chapter 2, we mentioned the rule of Recovery Phase: increase or decrease of the amount would be observed if the attack hits or is blocked. Therefore, Input Buffer also changes the timing according to the circumstances. Otsuka Jean found a magic bullet that enables the player to make the most effective use of changing the timing for Input Buffer.
In the figure below, the blocked Guren Engokugeri 6K+G (maximum charge) by Player 2 on a side turned situation results in 12 framesadvantage of Player 1 (Figure 13−8). The top tip of command input is that Player 1 had entered KK immediately after Guren Engokugeri was blocked, and subsequently input 1P+K as a preparation. In this scenario, KK was entered during Input Buffer that was in the Recovery Phase of Guren Engokugeri, and then Kyoshin Nirenshu would be guaranteed attacks because it was a side turned situation. Note that Nozuchi 1P+K of Player 1 was not executed after Kyoshin Nirenshu.
The Recovery Phase of Guren Engokugeri would be prolonged dramatically by hitting the opponent (Figure 13−9). Accordingly, the timing of Input Buffer would delay compared to that in the case shown above. Indeed, Kyoshin Nirenshu does not get processed as Player 1 entered KK before the Input Buffer that was delayed, and then the followed command input 1P+K was be realized as Nozuchi. The practical use of this technique would be demonstrated in the video below.
In the video above, the control of Player 1 (Jean) was performed by the same command input using Record 3 of training mode: 6K > PKP > 66K+G (maximum charge) > KK > 1P+K. (See also Supporting Video by Tricky Eileen)
13・4 Changing the Timing of Recovery Phase: Defensive position
Now, you are requested to imagine yourself to be in the position of a defensive player. The figure below has Player 1 advantaged by 6 frames due to guarding of Player 2's Maegeri 3K (Figure 13−10). As you can see in Diagram 13−2, the period of 26 frames after blocking Maegeri, during which Player 1 cannot move.
Following the same setup, Player 2 chooses to enter P, as a command for follow-up attack (namely Batousatsu 3KP), during Input Buffer (Figure 13−11). Notice that Recovery Phase of Player 1 would decrease to 17 frames due to facing the follow-up attack (Diagram 13−3). The shortening time, 9 frames in this case, is called as Lost Recovery Phase.
Some attack series allow to alter the timing of moves by pausing slightly when the player input the commands, to catch the opponent off guard. This technique is generally called Delayed Attacks. Your attention should be paid to Diagram 13−4 in which the difference of 5 frames (highlighted orange) in delay shall be calculated in the same way with respect to Recovery Phase of Player 1 (5 frameshighlighted pink). The key message is that:
In general, changing the period of Recovery Phase would be observed if the player is on the opposite to follow-up attacks.
13・5 Normal Fuzzy Guarding followed by Evade, n-FGE
We promised in section 13・2 that a measure taken to preserve safety of throws would appear, and here it is. In the figure below Player 1 performed normal Fuzzy Guarding against Maegeri of Player 2. Subsequently, Player 1 tapped optional direction 2 or 8 and then return to neutral 5 (as a command for Defensive Move) during 9 frames that is highlighted light blue in Diagram 13−2. This command input is called as normal Fuzzy Guarding followed by evade, n-FGE. When Player 2 choose Guard Cancelling,Defensive Move would not executed as Player 1 entered the command before the Input Buffer (Figure 13−12). As you already know, the Throw of Player 1 would connect Player 2 before transition to a crouching state.
Gratifyingly, as shown in Figure 13−13, n-FGE would allow the Player 1 to evade Player 2’s follow-up (including Delayed Attacks) if the command of Defensive Move was performed during 4 frames which is highlighted green in Diagram 13−4. In other words, n-FGE would permit you to do Throws without caring about the follow-up attacks of the opponent.
Figure 13−13. See the Supporting Video (click here) if you want see the case when the player performs DM during the 5 frames which is highlighted pink in Diagram 13−4.
Player 1 might add input of 66G as insurance to n-FGE since this defensive technique is not so effective against Throws of Player 2 (see the video below). This input method leads to issues in the theory of Defensive Move which are beyond the scope of this chapter. At the present moment, we hope that you will realize that two defensive techniques n-FGC and FGA (chapter 11−2) are complementary methods.
In the video above, the control of Player 1 (Akira) was performed by the same command input using Record 2 of training mode: 66P > 323G (Fuzzy Guarding) > 2_5 (Defensive Move) > 66G.
13・6 Summary of Recovery Phase
The period of Recovery Phase would be changed when:
・the player's attack whiffs, hits or is blocked.
・the guarding player faces the follow-up attack of the opponent.
The period of Recovery Phase would be constant whether:
・the player's attack results in Normal or Counter Hit (with some exceptions).