Arriving at
・Attack as quickly as possible
・0-Frame Delay Attack
・Practice of Jumping Attacks
・Throw as quickly as possible
7・1 Training 7A:[1,2] Attack as quickly as possible
I. Record Commands
Figure 7−1
Key Training Point 1−1
II. Display setting
III. Training
Figure 7−2
Key Training Point 1−2
Figure 7−3
Combo 7−1
7・2 Training 7B:[3] 0-Frame Delay Attack
I. Record Commands
Figure 7−4
Key Training Point 1−3
II. Display setting
III. Training
Figure 7−5
Key Training Point 1−4
7・3 Training 7C:[5,6] Practice of Jumping Attacks
I. Record Commands
Record Commands 1
CPU, Blaze: Jumping Hammer Knuckle 8P+K → P (12 frame attack)
Figure 7−6
Record Commands 2
CPU, Blaze: Jumping Hammer Knuckle 8P+K → 2 or 8 (Defensive Move)
Figure 7−7
Key Training Point 1−5
II. Display setting
III. Training
Key Training Point 1−6
Figure 7−8
Figure 7−9
7・4 Training 7D:[7,8] Throw as quickly as possible
I. Record Commands
Figure 7−10
Key Training Point 1−7
II. Display setting
III. Training
Figure 7−11
Key Training Point 1−8
Figure 7−12
・Attack as quickly as possible
・0-Frame Delay Attack
・Practice of Jumping Attacks
・Throw as quickly as possible
Alternating with theoretical chapters, like the last one, will be training chapters, like this one, which would help with getting your hands and eyes trained to put the theories into practice. In addition, this chapter would link ‘Input Buffer’ (chapter 5−1)[1] with the general principles of ‘Advantage and Disadvantage’ established in chapter 4.[2]
The free training mode option is to use the record command option and record up to three actions. Our first challenge in using the free training mode will emerge from Training 7C. ‘Key Training Points’ outline important issues involved in putting the theories into practice.
7・1 Training 7A:[1,2] Attack as quickly as possible
I. Record Commands
CPU, Goh: Hiji'ate 6P (14 frame attack) → Sune'uchi 2P (12 frame attack)
Figure 7−1
Key Training Point 1−1
Record Commands should be performed as follows: enter 6P, and then tap 2P immediately.
II. Display setting
Detaild Stats
III. Training
Block CPU’s Hiji'ate (4 frames advantage), and do Side Kick 3K (16 frame attack).
Figure 7−2
Key Training Point 1−2
You have only to enter 3K during the last 12 frames of your recovery, which will get executed the very first frame you're able to move.[1] As you become more proficient at Input Buffer analysis, you will probably choose much more suitable Mid Attacks (Figure 7−3), such as Jacky's Beat Knuckle P+K (16 frame attack), which would give an opportunity of the ensuing combo (Combo 7−1).
Figure 7−3
Combo 7−1
7・2 Training 7B:[3] 0-Frame Delay Attack
I. Record Commands
CPU, Kage: Hiji'uchu 6P (14 frame attack) → Danken P (11 frame attack)
Figure 7−4
Key Training Point 1−3
Record Commands should be performed as follows: enter 6P, and then tap P immediately.
II. Display setting
Input Display
III. Training
Block CPU’s Hiji'ate (4 frames advantage), and do Gyaku Seikenzuki 66P (15 frame attack).
Figure 7−5
Key Training Point 1−4
To avoid 1-Frame Delay, you have only to enter Dash Command 66 of the attack command before Input Buffer.[3] It seems likely that the training above would be beyond your control, but you need not have any anxiety. You will meet a highly effective technique in chapter 14.[4]
7・3 Training 7C:[5,6] Practice of Jumping Attacks
I. Record Commands
Record Commands 1
CPU, Blaze: Jumping Hammer Knuckle 8P+K → P (12 frame attack)
Figure 7−6
Record Commands 2
CPU, Blaze: Jumping Hammer Knuckle 8P+K → 2 or 8 (Defensive Move)
Figure 7−7
Key Training Point 1−5
Record Commands 1 should be performed as follows: enter 8P+K, and then tap P immediately.
Record Commands 2 should be performed as follows: enter 8P+K, and then tap optional direction 2 or 8 during holding G followed by returning to neutral and release G (See also ref [6]).
II. Display setting
Detaild Stats
III. Training
Block CPU’s Jumping Hammer Knuckle (9 frames advantage), and do Wolf’s Jumping Push Kick 9GK immediately.
Key Training Point 1−6
You must enter 9G during Input Buffer, and then tap K after the last frame of Input Buffer.
If CPU chose P from disadvantage (Record Commands 1), Jumping Push Kick would result in Counter Hit. You should confirm that Jumping Push Kick executes in 19 frames (Figure 7−8).
Figure 7−8
If CPU perfomed Defensive Move (Record Commands 2), Jumping Push Kick would track an Unsuccessful DM and result in a hit. Jumping Push Kick should execute in 19 frames (Figure 7−9). The discussion of DM begins on chapter 31, so you need not get worked up yet even if you have no idea what happened here.[6]
Figure 7−9
7・4 Training 7D:[7,8] Throw as quickly as possible
I. Record Commands
CPU, Kage: Hiji'uchu 6P → 2_ (crouching)
Figure 7−10
Key Training Point 1−7
Record Commands should be performed as follows: enter Kage’s Hiji'uchu, then hold optional direction 1, 2 or 3.
II. Display setting
Whatever you like
III. Training
Block CPU’s Hiji'uchu (4 frames advantage), and do P+G with optional direction 4, 5 or 6.
Figure 7−11
Key Training Point 1−8
You can throw Kage (CPU) before the opponent will be in crouching state[9] if you input P+G in Input Buffer. As you progress, 0-frame delayed 66P+G would become a challenging objective (Figure 7−12).
Figure 7−12
References
[1] Top Tips for Command Input 1
[2] Advantage and Disadvantage
[3] Top Tips for Command Input 2
[4] Training Programs for Implementation of Strategy 2
[5] Attack Levels 3
[6] General Properties of Defensive Move 1
[7] General Properties of Throw 1
[8] Fuzzy Guarding 1
[9] Attack Levels 1
[1] Top Tips for Command Input 1
[2] Advantage and Disadvantage
[3] Top Tips for Command Input 2
[4] Training Programs for Implementation of Strategy 2
[5] Attack Levels 3
[6] General Properties of Defensive Move 1
[7] General Properties of Throw 1
[8] Fuzzy Guarding 1
[9] Attack Levels 1
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