Arriving at
・General Properties of Hit Throw
・Exceptional Hit Throw: Splash Mountain



13・7 General Properties of Hit Throw
 In chapter 124, we mentioned that slow Mid Attacks, especially of Hit Throws, are one of the most effective countermeasures against fuzzy guarding followed by crouching, FGC.[1] In Final Showdown, Hit Throws are a powerful offensive tool although they generally involve long Recovery Phase.[2,3] In other words, the opponent can not evade your High Throws by using Fuzzy Guarding[4] when you blocked Hit Throws. Alright then, read this section to acquaint yourself with Hit Throws if you are unfamiliar with properties of them.

 Hit Throws first appeared in chapter 9[5] in which the relationship with Foot Stance was demonstrated, and would be investigated more deeply here. First of all, Hit Throws require the leading move to make contact with the opponent by either guard, hit or counter hit. In Figure 1314, Player 1 attempts Overtune Blow into Swing Chin Crusher 3P+K (during hit) P+G. As you can see with the aid of the input display, P+G is pressed the moment the leading move hits Player 2, which results in a successful Swing Chin Crusher.

バーチャファイター VF5FS攻略
 Figure 1314



 Specifically, the input P+G for the throw component is generally required within 4 frames after the Active Phase of the leading move (detected in Rage of Dragons, Jacky. Heavy Toe Kick_Stand Neck Clutch, Wolf. Swing Chin Crusher, Blaze. click here if you want to see Supporting Information 1).[cf.6] This restriction on the command inputs of Hit Throws would be really a hardship Player 1 has to go through. Probably, 3P+K shall be entered within 12 frames of Input Buffer,[7] which will get executed the very first frame Player 1 can move (Diagram 135). Consequently, Player 1 should find and set the specified period of time for P+G even when a deviation from the command input timing of 3P+K is caused due to the Input Buffer.

バーチャファイター VF5FS攻略
 Diagram 135



 You may have noticed something else. Player 1 has an attention caught by the serious command input and would pay less attention to Player 2's High Throws when Overtune Blow was blocked (Figure 1315). Our message is that:

You are blessed with a wonderful opportunity for High Throws if you succeed to block the leading move of Hit Throws.

バーチャファイター VF5FS攻略
 Figure 1315



13・8 Exceptional Hit Throw: Splash Mountain
 In Final Showdown, Splash Mountain is gone as stand alone throw, now you need to input the follow-up after Toe Kick 2K. Now Toe Kick is an indispensable Mid Attack (17 frames attack) for Jeffry, since the follow-up (Splash Mountain) is guaranteed on counter hit and takes 50% of the opponent's lifebar (Figure 1316). A far more delicate adjustment of the timing is required for the Hit Throw of Splash Mountain than for that of every other: The timing of this challenging command input is just 2 frame without hesitation. Player 2 has to enter P+G at the 32−33th frame after counter hit (click here if you want to see Supporting Information 2).

バーチャファイター VF5FS攻略
 Figure 1316



 Changes to the system remarkably improve the value of Splash Mountain: Side counter hit of Toe Kick yields grace period of command input (5 frames) as well as bonus advantages[8] (See also Supporting Video, click here).[cf.9,10] Note that Splash Mountain would be guaranteed even if Player 2 performs Backward Dashing beforehand (Figure 1317. See center).

バーチャファイター VF5FS攻略
 Figure 1317



 Amazingly, the margin of Backward Dashing proves a great boon if Toe Kick results in normal hit. In the figure blow, Player 1 performs 12 frames punch P to vanquish Splash Mountain. By using same command input above (see Figure 1316 and 17), however, Player 2 would evade with Backward Dashing and respond with a swift throws (Figure 1318). You already know that a privilege of bumdown stagger would be received if Player 1 chooses Side Kicks against Player 2’s Backward Dashing (click here if you want to see Supporting Information 3).[11]

バーチャファイター VF5FS攻略
 Figure 1318



 Following the same setup, Player 2 chooses to do Knee Push 4K (14 frames attacks) instead of Splash Mountain (Figure 1319). Player 1 attacks 2 frames later such that 12 frames punch and Knee Push reach their Active Phase at the same time. Needless to say, Player 2 would win since Knee Push does more damage than normal punch P.[12]

バーチャファイター VF5FS攻略
 Figure 1319



 If you are in Player 1’s place, you have to cope with a difficult problem consisting of two separate issues, Splash Mountain and Mid Attacks. While Backward Dashing (as well as Backward Crouch Dashing) of Player 1 seems likely to be of no use in this scenario (see the Video blow), a good answer will be Sensuous Fuzzy Guarding[13,14] (Figure 1320. See also Supporting Information 4, normal Fuzzy Guarding).

バーチャファイター VF5FS攻略
 Figure 1320



 Defensive Moves[15] might be overlooked: In this scenario, a natural DM (not dash canceling! See Supporting Information 5, click here) allows Player 1 to evade not only Player 2’s Mid Attacks but also High Throws, including Splash Mountain (Figure 1321). Please note that you have to do Throw Escape[16] while canceling the DM with Forward Dashing (Evade Dash Cancel). EDC is going beyond the scope of this chapter, so you refer to the specialized chapters for more details.

バーチャファイター VF5FS攻略
 Figure 1321



 In Player 2's view, a good way to use Toe Kick would be to hit them at the very tip of 2K so that Player 1 cannot reach you with a move. Player 1 might be very depressed as there were no suitable choices, while large advantage (7 frames) was obtained by blocking Toe Kick (Figure 1322). Normal 2-Choice Offence is powerless before the Backward Dashing of Player 2.

バーチャファイター VF5FS攻略
 Figure 1322



 Don’t be concerned whether you might feel difficulty in solving this troublesome problem. There would be other High Throw points that you should acquire now.



Commentary on Section 13・8

 



VFDC Forums
How to deal with "anti 2k>splash montain" tactics ?: ttp://goo.gl/5QdBo2

References
[1] Catch Throws and Guard Break Attacks 4
[2] General Properties of Attacks
[3] High Throws at Large Advantage 2
[4] Fuzzy Guarding 1
[5] Foot Stance
[6] VFDC, Wiki, Throws: ttp://virtuafighter.com/wiki/throws/
[7] Top Tips for Command Input 1
[8] Advantage and Disadvantage
[9] VF5FSレタスメモ: ttp://lettuce1789.blog133.fc2.com/blog-entry-407.html
[10] 公式VERSION A 変更点一覧 −ジェフリー−: ttp://lettuce1789.blog133.fc2.com/blog-entry-407.html
[11] High Throws at Large Advantage 1
[12] Attack Analysis
[13] Fuzzy Guarding 3
[14] Catch Throws and Guard Break Attacks 5
[15] General Properties of Defensive Move
[16] General Properties of Throw Escapes

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